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Quick Reference - Critical Path

One-page guide for hackathon execution


🎯 TODAY (Day 1) - Must Complete

Your Mission: Get ONE build on the Samsung Galaxy XR

Time budget: 1.5-2 hours once Unity project is ready

1. Pull Unity project (when Jimmy commits)
2. Open in Unity Hub
3. Install Android XR SDK (follow: developer.android.com/develop/xr/unity)
4. Switch to Android build
5. Build test scene (cube at 2m)
6. Deploy to headset
7. PUT ON HEADSET AND SEE THE CUBE ← SUCCESS!

If you reach this point: You're 80% de-risked. The platform works.


πŸ“‹ Then Build These (In Order)

Tonight (Day 1 Evening) - Phase 1

Card Spawning (2-3 hours)

  • Create CardSpawner.cs
  • Spawn 52 cubes in sphere around user
  • Test in headset: See floating cubes
  • Milestone: Spatial spawning works, 72fps

Day 2 Morning - Phase 2 & 3

Card Motion (Jimmy - 2 hours)

  • CardMotion.cs with Perlin noise
  • Cards drift organically

Hand Tracking (You - 2 hours)

  • HandTracker.cs with Android XR API
  • Debug spheres at fingertips
  • Milestone: Can see hands in headset

Day 2 Afternoon - Phase 4

Selection (You + Jimmy - 3 hours)

  • CardSelector.cs (collision detection)
  • Card.cs (freeze, grow, face user)
  • Card reaction (retreat/dissolve)
  • Milestone: Full interaction loop playable

Day 2 Evening - Phase 5

Polish (Everyone - 3 hours)

  • Import Casey's card mesh
  • Tune timing per Jules' spec
  • Add tarot card system
  • Milestone: Demo ready

🚨 Red Flags

Pivot to Quest 3 if:

  • Can't build to Samsung Galaxy XR by 6pm Day 1
  • Hand tracking completely broken
  • Performance is terrible (<60fps with nothing)

Decision point: 10pm tonight


πŸ“ž Quick Commands

Pull latest:

git pull origin main

Build to device:

  1. File β†’ Build Settings
  2. Refresh device list
  3. Build and Run

Check performance:

  • Stats panel in Game view
  • Target: 72fps minimum

βœ… Daily Goals

Day 1 (Tonight):

  • First build on headset works

Day 2 (Tomorrow):

  • Card spawning + motion working
  • Hand tracking working
  • Selection working (core experience playable)
  • Polish pass

Day 3 (Sunday):

  • Final testing
  • Demo rehearsal
  • Bug fixes only

πŸ”— Essential Links


πŸ’¬ Team Quick Contact

Need to ask:

  • Jimmy: Motion implementation, flocking algorithms
  • Jules: Motion feel, timing, "does this feel right?"
  • Casey: 3D assets, export settings, visual feedback

9am standup, 6pm check-in daily


Remember: Ship working features daily. Don't break what works. Test on device constantly.