About Our Game

He Can See Us is a multiplayer survival game made in Unity where players must hide from a player playing as a monster using a virtual reality headset. Players on desktop run for refuge in a desperate attempt to shelter from the monster's wrath!

How we built it

This project was built using the Unity Game Engine version 6000.4.9f1. For VR support we used Unity's built in XR plugin and for online multiplayer we utilized Unity's Netcode for GameObjects alongside Unity Relay. Finally, we used Libre Fracture 2.0, an open-source plug-in for destruction simulation, to procedurally generate pre-fractured models. This meant we didn't have to calculate the destruction of meshes at runtime, which saved us a lot of performance. We modified the source code so that when the monster hit a building, only the area within a certain radius of the impact would be destroyed, rather than the entire building at once.

Challenges we ran into

A major challenge that we ran into throughout the development of the project was to allow cross platform multiplayer play between VR and PC. Further, networking was made even more complicated by several mechanics such as the destructible environment and syncing many players across both platforms. Another challenge we ran into was the performance cost of objects that could be destroyed. These objects were made up of many individual chunks that would break apart when hit, and rendering all of those chunks at once created a lot of extra draw calls. To solve this, we used the regular, solid model that were cheaper to render and only switched to the version made up of individual chunks when the monster hit it, for each building. This optimized performance during normal gameplay while still allowing objects to break apart when needed.

Accomplishments that we're proud of

We're proud of how effectively we were able to work as a team and leverage each other's strengths to solve problems throughout the 36 hour event. Developing a PC/VR online multiplayer game is no easy task, especially in just 36 hours. We we're especially proud of ourselves for; syncing 6+ players, PC/VR compat, efficient usage of git, and our amazing communication and vibes.

What we learned

Through the development of He Can See Us we learned countless lessons about teamwork, cross platform compatibility, and how important every second can be during a Hackathon!

What's next for He Can See Us

The next steps for He Can See Us is adding the ability for players to join each other's lobbies through the Steamworks network, massively broadening our audience and quality of the game.

Sources

Music: https://www.youtube.com/watch?v=jEKhp-SN7Nc

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