
Toby contributed to the vr4vet/Blue-Sector project by developing enhanced in-game dialogue and guidance systems for the Bleeding Station and HSE Room, focusing on improved readability and branching logic to deliver clearer user instructions. He addressed gameplay stability by fixing collision detection issues, preventing the player from moving under objects and refining wearable boot behavior. Toby also improved fish grabbing and stretching mechanics, ensuring proper positioning and responsive updates based on player interaction. His work demonstrated depth in Unity C# scripting, collision layer management, and object-oriented programming, resulting in smoother gameplay, reduced physics edge-cases, and more maintainable code for future development.

November 2024 — vr4vet/Blue-Sector: Delivered three focused updates that enhance UX, stability, and interaction fidelity. Features include Enhanced In-Game Dialogue and Guidance for Bleeding Station and HSE Room, with clearer user-facing instructions and branching; a Collision stability fix to prevent the player from flying under objects and to adjust collision layers; and Fish grabbing and stretching mechanics improvements to prevent overstretch, ensure proper fish positioning, pause updates when not grabbed or when on SortingSquare, and improve multi-joint collision tracking. Impact: smoother gameplay, fewer physics edge-cases, and clearer traceability via commit history. Technologies demonstrated: Unity C# scripting, collision layer management, object tagging (SortingSquare), update-loop control, and thorough debugging.
November 2024 — vr4vet/Blue-Sector: Delivered three focused updates that enhance UX, stability, and interaction fidelity. Features include Enhanced In-Game Dialogue and Guidance for Bleeding Station and HSE Room, with clearer user-facing instructions and branching; a Collision stability fix to prevent the player from flying under objects and to adjust collision layers; and Fish grabbing and stretching mechanics improvements to prevent overstretch, ensure proper fish positioning, pause updates when not grabbed or when on SortingSquare, and improve multi-joint collision tracking. Impact: smoother gameplay, fewer physics edge-cases, and clearer traceability via commit history. Technologies demonstrated: Unity C# scripting, collision layer management, object tagging (SortingSquare), update-loop control, and thorough debugging.
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