Author:

Julie Vernet
Supervisor:Prof. Gudrun Klinker
Advisor:Christian Eichhorn (@christian.eichhorn@uni-a.de)
Submission Date:[created]

Abstract

The advancement of technology has seen the creation of electronic devices such as computers, smartphones and Head-Mounted Display (HMD), as well as the growing complexity of associated game development. This triggered the release of game engines such as Unity to deal with aspects such as physics and rendering. However, with the apparition of Superhuman Sport games, the game developers must choose between various networking and Augmented Reality (AR) algorithms or write their own custom algorithms that need to be integrated into Unity. To help developers create multiplayer AR Superhuman Sport games more easily, this thesis created a Unity platform capable of abstracting the network and AR aspects of games. With the use of this platform, it also implemented the Superhuman Sport game called Catching the Drone [Eic+20]. Being a multiplayer AR game, it requires networking and AR solutions depending on the platform on which the game is running. The networking solution used for the implementation of Catching the Drone is Mirror, and ARFoundation has well as Magic Leap were integrated to the game as AR solutions, the former used on Android and the latter on Magic Leap 1. Furthermore, a custom C++ LED algorithm, responsible of tracking the drone via the LEDs that are attached to it, has been rewritten in C# to work in Unity. This game showed that the platform’s networking abstraction of Mirror has been successfully implemented. Some AR features such as hand tracking to activate special abilities of the players have also been successfully added to the game. However, the AR abstraction and the LED tracking algorithm, which gives unstable results regarding the rotation of the drone, still need improvement.

Results/Implementation/Project Description

Conclusion

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