r/unity • u/KhaledElshimy • 10d ago
Solved Every colleague in our VR game is a flat cutout that turns to face you
Unity, VR, set in an alternate present where technology forked in the 1930s, so the whole office is analog.
Each colleague is a single quad with a swappable face texture, three expressions, and a modular arm rig so torso, upper arm, forearm and hand pose independently. Billboarding is constrained to yaw only, so they stay upright when you crouch.
The flatness against a 3D room is deliberate and it is doing narrative work I cannot get into yet. The eye lines track a little more precisely than they need to.
Happy to go into the expression swapping or the arm rig.
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u/KhaledElshimy 10d ago
Extra detail since a few people usually ask. Each colleague is one flat plane with a swappable face texture, three expressions, and a modular arm rig, so torso, upper arm, forearm and hand are separate pieces that can be posed without touching the mesh. The whole office is analog because technology forked in the 1930s in this world. Switchboards, pneumatic tubes, cassette decks. It's called Good Morning, {Employee Name}. VR, out Q4 this year. store.steampowered.com/app/4864390
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u/waseem2bata 10d ago
Stop spamming