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This is a discontinued but perhaps helpful VR project created during my Master's degree at FH Wedel.

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Tobbse/AnotherBadBeatSaberClone

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AnotherBadBeatSaberClone

UPDATE: This project is on hold, as I finished the university course that initiated the whole thing. It is not polished at all and frankly in an extremely buggy alpha-state, due to time limitations (I already stepped over the required amount of credit points by quite a lot). However, if you're just looking for some inspiration to create your own BeatSaber clone, this will most likely be helpful to get you started. I might look into improving it after I've finished working on my thesis, but probably not.

This is a Unity C# VR project developed for my Master's degree in Computer Science at the University of Applied Sciences Wedel. It usese the Unity Oculus Integration, a Rift S was used for developing.

The main idea was to implement all major features used in Beat Saber and therefore imitating its Core Game Loop as much as possible, limited by the 5 credit points rewarded for it. As a special improvement, an onset detection (or beat detection) algorithm was developed in order to procedurally generate Beat Saber levels based on audio data. The BeatSaber Clone can either create those beat mappings itself or use an existing mapping, e.g. from bsaber.com.

Check out the API documentation here: https://tobbse.github.io/AnotherBadBeatSaberClone/api/index.html

The documentation can be found here (German only): https://github.com/Tobbse/AnotherBadBeatSaberClone/blob/master/Documentation/VR_Project_Documentation_GERMAN.pdf

The procedural level generation and audio analysis is based on a paper published by Simon Dixon from the Austrian Research Institute for Artificial Intelligence, "Onset Detection Revisited". It can be found here: https://www.eecs.qmul.ac.uk/~simond/pub/2006/dafx.pdf

The Unity Oculus Integration: https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022