Interactive Architectural Simulation
Project Overview: Interactive Architectural Simulation
Purpose
Developed as a comprehensive hands-on exercise within the Unity Creative Core framework, this project serves as an interactive architectural walkthrough. The primary goal was to integrate advanced environment design, dynamic camera systems, interactive UI, and optimized lighting setups to create an immersive, responsive 3D simulation.
Key Accomplishments & Features
🎮 Character Controller & Multi-Camera System
· Dynamic Navigation: Implemented a fully controllable third-person character using standard input mapping (WASD/Arrows to walk, Shift to run, Space to jump).
· Mouse-Driven Camera: Features an automated Cinemachine camera system that dynamically tracks, frames, and focuses on the player based on mouse movement.
· Perspective Switching: Developed a custom script allowing seamless toggling between First-Person and Third-Person views via the C key using dual virtual cameras.
· In-World Render Textures: Configured an auxiliary camera outputting to a Render Texture to simulate a functional interior mirror.
🎨 Visuals, Shaders & Environment Design
· Custom Shaders: Utilized Unity Shader Graph to create dynamic visual effects, including an animated TV noise shader and a realistic, moving lake water surface.
· Advanced Lighting & Baking: Enhanced the environment with a mix of real-time and baked lighting (including Spotlights, Area lights, and custom fixtures) to optimize performance and visual fidelity.
· Post-Processing & Volume Blending: Configured a Global Volume for exterior atmosphere (including custom fog) alongside a Local Volume (Lift, Gamma, Gain) that automatically triggers smooth visual transitions when the player enters or exits the building.
· Terrain Design: Sculpted a realistic outdoor environment complete with multi-layered textures and vegetation.
🎬 Animations, VFX & Interactions
· Blender Integration & Shape Keys: Imported custom 3D models from Blender, utilizing Shape Keys to animate and scale objects (such as the Suzanne mesh).
· Rigid & Triggered Animations: Created smooth animations for the "paper people" characters, day/night transitions, and physics-based interactions like proximity-triggered sliding doors.
· Raycast Interaction System: Engineered a flexible raycasting system allowing players to look at and toggle world objects on/off (such as the TV screen and specific shaders).
· Visual Effects: Implemented a realistic particle-based fireplace using Unity's VFX system.
· Analog Clock System: Integrated a functional analog clock, correcting original scripting logic to ensure accurate hour-hand tracking.
🔊 Dynamic Audio Engineering
· Tag-Based Footsteps: Developed an audio script that dynamically alters the player’s footstep sound effects based on the surface material tag they are walking on (Carpet, Concrete, or Grass).
· Ambient & Event Audio: Layered localized 3D audio for environmental elements (fireplace crackle, sliding door movement, TV static) mixed with a sweeping background score and outdoor bird songs.
⚙️ User Interface (UI Canvas)
· Interactive Settings Menu: Built a settings hub allowing users to:
o Toggle background music and seamlessly adjust volume via a slider.
o Manually trigger the Day/Night environmental cycle (which automatically activates assets like streetlamps and disables bird songs).
o Easily view or hide a user instruction panel.
| Published | 1 day ago |
| Status | Released |
| Category | Other |
| Platforms | HTML5 |
| Author | liviuvoinea |
| Content | No generative AI was used |







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