Sensory Driven Storytelling

Final Project Documentation - Let It Rain


Let It Rain is a mini game where one player must try to get away from a rain shower while a second player tries to make it rain on the first using the left and right arrow keys to control the rain.

The Making Of - Tracking a Person through Kinect

In class we'd gone over several Kinect examples - one created a particle system when the Kinect could find a person standing in front of it, and another was a riff on Pong where mini cubes would drop from the top of the screen and the player could control a paddle to catch the cubes with their shoulders. The first version of Let It Rain (Assignment 3) was a combination of these two examples. I replaced the paddle with the particle system human body before copying over all the components that had been attached to the paddle to this new skeleton particle system. I hypothesized that this would give me a result where the cubes would now bounce off the particle system. Instead I found that the cubes were dropping straight through the system. With Stacey's help, I removed the particle system component and instead attached a new cube prefab to the joints. 

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Once I had done that, I then attached a Box Collider component to the new prefab (SkeletonCube), which caused cubes to bounce off the joints. However, this lead to the skeleton rotating in a circle whenever a cube collided with it; the rotation would accelerate with each subsequent cube colliding with a joint. This was rectified by adding a RigidBody component to SkeletonCube; now that I could increase the angular drag to a value far higher than the rain cubes' effect on the joints and freeze the rotation on all axes the rotation problem was eliminated. 

SkeletonCube components (click to expand)

The Making Of - The Rain Shower

The rain shower is a particle system that's created at (0,0,20) above the player's skeleton, located at (0,-6,20). This was a modification made on the existing particle system from the paddle example. The shader was tweaked to be blue instead of white. 

A new script was added called Move Rain, which allows the player to move the rain back and forth while also restricting the rain to the camera view. 

The Making Of - Background

The background changes color using the script called RainSplatter, which builds off sample code from Unity's documentation on OnCollisionEnter. I wanted to have the background slowly alter to a darker color if the player was being rained on and back if they were not; I tried to alter the function from Mathf.pingpong to Mathf.Lerp to try this, but it ended up flashing on me in a nauseating way. With Mathf.pingpong, I get a similar effect, even if I want it stop when it reaches the second color I defined.

The Making Of - Audio

I got an audio clip of rain falling from the asset store and attached it to an empty object before setting it to loop.

Outstanding Bugs

I can't find a way to stop the background from changing colors once the rain starts to collide with the body - I wanted it to freeze on that color when the player is not being rained on. I built a script called StopRainSplatter and attached it to the BodyParticles but it doesn't work - the background instead constantly flashes back to the original color when I run the script, so I removed it. 


Most code resources can be found within the scripts they applied to in the Scripts folder

Audio on Loop:

Assignment 2 Documentation

For this assignment, I built on the first tutorial we did with the floating cube to prototype the interaction I want to mimic for the final. 

The key changes I made are

  • Make the cube move using the arrow keys (left and right, up and down)
  • Restrict the cube to the camera view

I added a new script called MoveCube. This script dictates how the cube moves - I built on the code we built in class to allow the cube to move side to side.

This gave me this first result: 

The cube was moving but it could float into eternity if I let it. So my second experiment was to restrict the cube to the camera view, which I found a solution via the Unity forums. This led to stage 2.

oving up and down is still broken, but the cube was moving. However, it was still automatically drifting to the bounds of the camera. What I wanted for it was to slow down and be dictated by the arrow presses. 

I messed with some of the settings for the cube to see if I could get it to slow down and stumbled on the Drag property. This gave me the final result I wanted

I wrapped up by adding a particle system because I just wanted to mess with particle systems a little bit. Here are the settings I added: