<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Unity on Human-Computer Interaction for Mixed Reality Blog</title><link>https://xyn-1127.github.io/igd301-blog/tags/unity/</link><description>Recent content in Unity on Human-Computer Interaction for Mixed Reality Blog</description><generator>Hugo -- 0.155.3</generator><language>en-us</language><lastBuildDate>Thu, 05 Feb 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://xyn-1127.github.io/igd301-blog/tags/unity/index.xml" rel="self" type="application/rss+xml"/><item><title>Lab 5 — Locomotion Technique Implementation</title><link>https://xyn-1127.github.io/igd301-blog/posts/lab5-locomotion-technique/</link><pubDate>Thu, 05 Feb 2026 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lab5-locomotion-technique/</guid><description>&lt;p&gt;This post documents the full implementation process of IGD301 Lab Homework 5: taking my locomotion concept from previous assignments and turning it into a working Unity system inside the course-provided parkour scene.&lt;/p&gt;
&lt;p&gt;For this lab, all core gameplay locomotion behavior is centralized in &lt;code&gt;LocomotionTechnique.cs&lt;/code&gt;, including movement gating, arm-swing power detection, speed mapping, jump, respawn, stage triggers, and coin collection.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="1-goals-and-scene-constraints"&gt;1. Goals and Scene Constraints&lt;/h2&gt;
&lt;p&gt;This assignment is not a generic locomotion demo. It has to work in the official parkour route, which immediately imposes three constraints:&lt;/p&gt;</description></item><item><title>Lab 4 — Roll-a-ball in VR</title><link>https://xyn-1127.github.io/igd301-blog/posts/lab4-roll-a-ball-in-vr/</link><pubDate>Mon, 05 Jan 2026 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lab4-roll-a-ball-in-vr/</guid><description>&lt;p&gt;This Lab 4 focuses on migrating the Lab 3 Roll-a-ball project into a Quest (VR) environment, and implementing two fundamental (and most commonly used) selection techniques: &lt;strong&gt;Direct Selection (near-field grabbing)&lt;/strong&gt; and &lt;strong&gt;Raycasting (far-field ray selection)&lt;/strong&gt;.&lt;br&gt;
In the end, I built it as a small “tabletop game”: Roll-a-ball is scaled down into a tray/board placed on a table. I can grab the whole board with the controllers, move it around, and drop it. I can also use a right-hand ray to select and grab the board from a distance, while still letting the ball roll inside, collect pickups, and keep the UI readable in VR.&lt;/p&gt;</description></item><item><title>Lab 3 — Roll-a-ball</title><link>https://xyn-1127.github.io/igd301-blog/posts/lab3-roll-a-ball/</link><pubDate>Wed, 17 Dec 2025 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lab3-roll-a-ball/</guid><description>&lt;p&gt;This Lab 3 follows the Unity Learn Roll-a-ball workflow (Unity 6.3) and delivers a runnable minimal rolling-ball scene: I set up the ground and player sphere in a URP 3D project, configured lighting and materials, and implemented physics-based movement using a Rigidbody together with the new Input System (Player Input).&lt;br&gt;
On top of the tutorial baseline, I added surrounding walls to constrain the play area, and adjusted the camera angle and distance to make the gameplay view more stable and readable.&lt;/p&gt;</description></item><item><title>Lab 2 — Setup Unity Environment</title><link>https://xyn-1127.github.io/igd301-blog/posts/lab2-setup-unity/</link><pubDate>Tue, 16 Dec 2025 00:00:00 +0000</pubDate><guid>https://xyn-1127.github.io/igd301-blog/posts/lab2-setup-unity/</guid><description>&lt;p&gt;The goal of this Lab 2 was to set up a usable Unity development environment and complete a full basic workflow: creating a project, entering the editor, getting familiar with the core panels and operations, and validating the runtime pipeline using Play Mode. This ensures the environment is ready for upcoming course assignments.&lt;/p&gt;
&lt;h2 id="1-installation"&gt;1. Installation&lt;/h2&gt;
&lt;p&gt;I installed the Unity Editor through Unity Hub and selected Unity 6.3 LTS (6000.3.2f1) on Windows. I chose an LTS release primarily for stability and compatibility, which helps avoid package/plugin issues during iterative course work.&lt;/p&gt;</description></item></channel></rss>