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Multi-platform Live Action Pac Man - Post mortem of current status

Using it as a means to learn uNet and more advanced mesh analysis and manipulation I created an asymmetrical multi-platform project using HoloLens, Xbox One, PC and Android phones/tablets. The idea here is that the Hololens user is the server and playing from a first person perspective. The other players are playing ghosts from a top-down view on screen based platforms.

The initial reasoning for the HoloLens as the server, was because the game grid is created at runtime based on the spatial mapping of the area. This type of procedural generation allows it to fit many play environments.

The program starts and the Pacman player scans the room. Upon completion, a 2d grid is made of the entire spatial map. Then, from a few feet above the grid, each grid point casts a ray down looking for the floor of the spatial map. This creates the walkable area. Our game elements are then spawned in relationship to this walkable area.

In this video, you can see the initial first person game before anything else was added.
https://www.youtube.com/watch?v=bu4ZV0Z_0cM&feature=share

UWP made going from Hololens to Xbox One and PC a breeze. To determine whether or not the user is the server or client, I used the IsVRPresent bool from the UnityEngine.VR namespace.

Here you can see the ghosts being controlled from the Xbox and the Pacman players position being updated real-time on the Xbox screen.
https://www.youtube.com/watch?v=pyNNYINvwBg&feature=share

The entire project can be found at :
https://github.com/Subere23/HCSB

I created the HCSB(Hololens Collaboration Sand Box) as a place to get the HoloLens Development community working on ideas as a group.

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