@@ -18,7 +18,7 @@ Depending on the area you want to develop in, you will of course need to get to
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@@ -18,7 +18,7 @@ Depending on the area you want to develop in, you will of course need to get to
As of this writing (06/01/2021), there are two versions of the VR-classroom. One version is specialized for the use with Vive glasses (master branch) and the other one is specialized for Oculus glasses (oculusVersion branch). So depending on your hardware, you should check out the correct version in git (extensions). Once the project is open, you will see a folder hierarchy. All assets (folders) under "AssetStore" are designed by third party developers and have not been significantly modified. The folders starting with "own" like "ownScripts", "ownPrefabs", etc. contain own developments. The folder "Scenes" contains different seating arrangements for the virtual class and tutorial or menu environments. For own testing to get used to the project, the "Scenes" folder is recommended, although "test environments" should be removed before the first git push. _To build up an orientation, try for example to find the self-written script that manages an audio ambience for the scenes._
As of this writing (06/01/2021), there are two versions of the VR-classroom. One version is specialized for the use with Vive glasses (master branch) and the other one is specialized for Oculus glasses (oculusVersion branch). So depending on your hardware, you should check out the correct version in git (extensions). Once the project is open, you will see a folder hierarchy. All assets (folders) under "AssetStore" are designed by third party developers and have not been significantly modified. The folders starting with "own" like "ownScripts", "ownPrefabs", etc. contain own developments. The folder "Scenes" contains different seating arrangements for the virtual class and tutorial or menu environments. For own testing to get used to the project, the "Scenes" folder is recommended, although "test environments" should be removed before the first git push. _To build up an orientation, try for example to find the self-written script that manages an audio ambience for the scenes._
Double-click on a script to open your IDE for C#, which in the default case is Visual Studio. Familiarize yourself with the programming language and look at existing scripts and our [Standards](Standards). Unity brings various features and classes to the world of C#. For example, the interface "MonoBehaviour" is a keyword that enables a script to be attached to a GameObject, while the interface "Editor" provides functions to add buttons and the like in the unityEditor. _Examine the script "AmbientSound.cs" for an Editor class and for a MonoBehaviour class. Then use functions of your IDE to examine the static class "MenuDataHolder". What do you think this class is for?_
Double-click on a script to open your IDE for C#, which in the default case is Visual Studio. Familiarize yourself with the programming language and look at existing scripts and our [standards](/en/Standards). Unity brings various features and classes to the world of C#. For example, the interface "MonoBehaviour" is a keyword that enables a script to be attached to a GameObject, while the interface "Editor" provides functions to add buttons and the like in the unityEditor. _Examine the script "AmbientSound.cs" for an Editor class and for a MonoBehaviour class. Then use functions of your IDE to examine the static class "MenuDataHolder". What do you think this class is for?_
Back to the editor, you will see the Scene-View, where all 3D objects in the world are displayed. Open the "FrontalScene" scene from the "Scene" folder and look at the GameObject hierarchy. Classroom scenes are all sorted similarly: Teacher, Controls, Sun, ... are GameObjects, i.e. objects to which unity assigns a behavior, location and orientation. In the GameObject "classroom-scaler" are the things that the user can see, including the virtual students or table / chairs. _To find your way around here, it is recommended to invest a little time in exploration and find, for example, the GameObject of the window wall. To find GameObjects that carry a particular script as a component, you can use the search function of the hierarchy, e.g. with ref:Assets/ownScripts/Atmosphere/AmbientSound.cs._
Back to the editor, you will see the Scene-View, where all 3D objects in the world are displayed. Open the "FrontalScene" scene from the "Scene" folder and look at the GameObject hierarchy. Classroom scenes are all sorted similarly: Teacher, Controls, Sun, ... are GameObjects, i.e. objects to which unity assigns a behavior, location and orientation. In the GameObject "classroom-scaler" are the things that the user can see, including the virtual students or table / chairs. _To find your way around here, it is recommended to invest a little time in exploration and find, for example, the GameObject of the window wall. To find GameObjects that carry a particular script as a component, you can use the search function of the hierarchy, e.g. with ref:Assets/ownScripts/Atmosphere/AmbientSound.cs._