I spent a lot of my time this week thinking about how I can move forward. After last week’s technical issues, I began to wonder whether or not the technology currently available to me is going to be able to get the job done in a reasonable way. Recognizing images that are as small as one square inch without having to move around seems to be implausible with Vuforia, and the extended tracking offered is also inadequate. With how inconsistent my tests have been, I’m also beginning to wonder if the current project will even be capable of saving time.
My first thought was that I may be able to pivot. My D&D group is spread across the country, and so we’ve tried using digital tabletops like Roll20 for our campaigns; however, in our experience, engagement isn’t as high when you’ve not sitting around a table moving physical pieces. This certainly is at least partially related to the lack of any physical presence, but having to use the Roll20 interface is significantly less engaging than a physical tabletop. So, I thought to use AR to implement a shared digital tabletop overlay that allows physically separated players to share game state digitally. Going into this, I knew networking would be hard, but I figured it would be worth researching. Ultimately, this does not seem like it will work out, either, but it was worth the attempt.
First, I wanted to try using ARCore over Vuforia, and ditch image targets altogether. This was something I could apply to either a the original idea of Project Familiar or the pivot, so it seemed like a good next/first step. I spent some time adjusting my grid generation code to work based on tapping on an ARCore plane. Testing using ARCore in the editor is more difficult, but doable, and while I ran into some bugs and issues with scaling, it at first looked quite nice:
However, the scaling was still too off for me to want to try and apply this to a strict grid. I also attempted to use this over a normal D&D battle mat and didn’t even get to build a grid…
I assume this is a result of 4 years of rolling and unrolling the mat combined with its natural reflectivity – which isn’t going to be uncommon. I had similar results on multiple attempts.
While I was working on the grid, I took a break and tried to do some networking. I decided to try and take a stab at networking multiplayer. I set up a very basic scene – a purple backdrop with a cube that was flagged as a player – and set up the basic Unity Networking High-Level API components in my scene. I built the scene for windows and tested to make sure everything worked as expected, and running multiple instances, I was able to connect them all to the host instance. Success!
However, I then built for android, and was totally unable to get the Android instance to connect to any other instance over a LAN connection – even though it could detect them just fine. I couldn’t find many leads on this, and figured my time for now was better spent elsewhere and returned to the grid.
As I was writing this blog post, I realized I may not need to pivot – another feature of Vuforia popped into my head: User-Defined targets. While they won’t be perfect, these would allow me to continue to use Vuforia, thus allowing me to use the digital buttons feature. What I could do, then, is require that users print off a map and cut it into smaller chunks (down to something fairly large, like 8 tiles by 8 tiles), like so:
Then, the user can enter the dimensions, and when that segment of the image is recognized, it will be populated as a grid. From there, I believe I can make some good progress. Moving forward, I’m going to try to stick with the original idea, though I may have to trim the fat on which mechanics I want to digitize. For next week, I will experiment with how a broken-up battlemat works for a grid, finally test virtual buttons, and will try to test user-defined targets.