VR Locomotion
The following are a few personal projects I have been working on to teach myself more about Unity and audio-reactive components. All uncited music was produced by me. Enjoy!
Falling Cubes
This effect uses a script in Unity to sample audio and spawn and manipulate objects in the scene.
Endless Runner
A script samples the audio and controls the speed of the Runner. Buildings with custom shaders spawn endlessly so the character can walk forever
Mesh Manipulation
This scene is created by procedurally generating a mesh and manipulating its vertices by sampling audio.
Generative AI.
A reference video displaced with an audio reactive noise function creates an AI altered video. Song - Gypsy Woman by Crystal Waters
Sampling Audio. Manipulating Transforms.
The audio is sampled and the level of a selected frequency band is attached to the procedurally generated cubes via a C# script. The purple bars represent different frequency bands being represented. The shaders are custom shader graphs that blends two patterns together using a time node fed through a sin-wave node.
Animations and Controllers.
Sampled audio can also be used to affect other components, such as the animation speed of a character controller or the velocity of its rigidbody. When the character reaches a point at the end of the set of buildings, the buildings behind will move to the end of the line so the character can continue endlessly (as long as there is music to push it forward).
Procedural Mesh Generation.
A script generates the square mesh procedurally and holds the information, such as positions of the vertices, in vector form. Using sampled audio, the script can tweak the height of a vertex if its radius matches a certain value, causing the target effect when the audio bands reach a certain point. The waves are generated in a similar manner, but do not rely on sampled audio. Instead the waves are caused by a sin function and time passed.