<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Unity on WANG Zhaofeng · Course Portfolio</title><link>https://zzefone.github.io/myblog/tags/unity/</link><description>Recent content in Unity on WANG Zhaofeng · Course Portfolio</description><generator>Hugo</generator><language>en</language><lastBuildDate>Wed, 21 Oct 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://zzefone.github.io/myblog/tags/unity/index.xml" rel="self" type="application/rss+xml"/><item><title>HCI Lab: Streaming Chat in Unity with the DeepSeek API</title><link>https://zzefone.github.io/myblog/posts/hci-lab-llm-unity-deepseek/</link><pubDate>Mon, 19 Oct 2026 00:00:00 +0000</pubDate><guid>https://zzefone.github.io/myblog/posts/hci-lab-llm-unity-deepseek/</guid><description>&lt;p&gt;The lab asks us to build a chat character in Unity, then study how people experience the interaction. I replaced the local LLMUnity model with the DeepSeek API to avoid downloading and running a model on this PC. The chat still streams its answer and locks the input until the reply finishes.&lt;/p&gt;&#10;&lt;p&gt;This changes the lab&amp;rsquo;s offline setup: internet access and API credit are required, and the measured delay includes the network and provider. It is an API-based adaptation. The course deck specifies Unity 6 with URP; this UI-only project uses Unity 6000.0.23f1, the Built-in Render Pipeline and TextMeshPro. Acceptance of these changes is for the instructor to confirm.&lt;/p&gt;</description></item><item><title>HCI Lab 2: Touch Controls and an Android Build</title><link>https://zzefone.github.io/myblog/posts/hci-lab-2-mobile/</link><pubDate>Fri, 16 Oct 2026 00:00:00 +0000</pubDate><guid>https://zzefone.github.io/myblog/posts/hci-lab-2-mobile/</guid><description>&lt;p&gt;The &lt;a href="https://zzefone.github.io/myblog/posts/hci-lab-1-ml-agents/" &gt;desktop learning task&lt;/a&gt; has two roles: the cyan sphere follows its neural policy, while the gold target can move. For the mobile version, a touch pad replaces keyboard control of the target. It does not directly steer the sphere.&lt;/p&gt;&#10;&lt;img src="https://zzefone.github.io/myblog/images/hci/lab-2-mobile/windows-editor-preview.png" alt="Signal Chase&amp;#39;s touch layout running in the Windows Unity Editor, with a left target pad and right Mode, Pause and Reset buttons. The image is labelled as a Windows preview, not an Android run."&gt;&#10;&#10;&lt;p&gt;&lt;em&gt;Windows Editor preview of the touch layout. This is not an Android screenshot.&lt;/em&gt;&lt;/p&gt;</description></item><item><title>HCI Lab 1: Machine Learning in Unity with ML-Agents</title><link>https://zzefone.github.io/myblog/posts/hci-lab-1-ml-agents/</link><pubDate>Mon, 12 Oct 2026 00:00:00 +0000</pubDate><guid>https://zzefone.github.io/myblog/posts/hci-lab-1-ml-agents/</guid><description>&lt;p&gt;Signal Chase starts with a simple task: move a cyan sphere towards a gold target. The extension makes the target move and reflect from the platform edges. Both tasks use learned PPO policies, not a scripted chasing rule.&lt;/p&gt;&#10;&lt;img src="https://zzefone.github.io/myblog/images/hci/lab-1-ml-agents/chase-runtime.png" alt="A cyan learning agent and gold moving target on the Signal Chase platform, rendered from the running Windows player."&gt;&#10;&#10;&lt;p&gt;&lt;em&gt;Runtime camera capture of the moving-target task. The desktop control overlay is not included in this capture.&lt;/em&gt;&lt;/p&gt;</description></item><item><title>Corebound: a small 3D game in Unity</title><link>https://zzefone.github.io/myblog/posts/cg-unity-corebound/</link><pubDate>Sun, 11 Oct 2026 00:00:00 +0000</pubDate><guid>https://zzefone.github.io/myblog/posts/cg-unity-corebound/</guid><description>&lt;p&gt;Corebound is a small 3D game built for the Unity 101 final project. Roll through an orbital station, collect eight cyan energy cores, then reach the orange reactor. The course has three connected sectors, two gaps to boost across, and moving red scanners that send the sphere back to a checkpoint.&lt;/p&gt;&#10;&lt;img src="https://zzefone.github.io/myblog/images/cg/unity-corebound/01-menu.png" alt="Corebound menu beside a striped energy sphere on a cyan-edged station platform."&gt;&#10;&#10;&lt;p&gt;The brief asked for a 3D game with a Prefab instance, physics collisions, an instant-force boost, a live UI, a menu-to-game scene transition, audio, and an accessible Quit button. The deliverables are a complete Windows build, a public Git repository, and a post-mortem of no more than two pages. Complexity was not a requirement, so the project stays small.&lt;/p&gt;</description></item><item><title>HCI Lab: Gaussian Splatting from Images to Unity</title><link>https://zzefone.github.io/myblog/posts/hci-lab-gaussian-splatting/</link><pubDate>Sat, 10 Oct 2026 00:00:00 +0000</pubDate><guid>https://zzefone.github.io/myblog/posts/hci-lab-gaussian-splatting/</guid><description>&lt;p&gt;This lab connects image-based training to a Unity scene. The trained model stores coloured, transparent 3D Gaussians rather than a triangle mesh. Each Gaussian has a position, scale, rotation and opacity; overlapping splats form the image seen by the camera.&lt;/p&gt;&#10;&lt;img src="https://zzefone.github.io/myblog/images/hci/gaussian-splatting/unity-filtered.png" alt="Two reconstructed hotdogs on a plate, rendered by the tested Unity Windows player using the filtered Gaussian model."&gt;&#10;&#10;&lt;p&gt;&lt;em&gt;Actual Unity camera capture, with the desktop control overlay excluded. Soft edges and stretched details are still visible.&lt;/em&gt;&lt;/p&gt;</description></item><item><title>HCI Lab 1b: Unity Setup with an Existing Project</title><link>https://zzefone.github.io/myblog/posts/hci-lab-1-unity-setup/</link><pubDate>Tue, 22 Sep 2026 00:00:00 +0000</pubDate><guid>https://zzefone.github.io/myblog/posts/hci-lab-1-unity-setup/</guid><description>&lt;p&gt;Unity was already working for my Computer Graphics project, Corebound. For this lab, I am documenting that existing environment and its recorded results instead of creating another empty project. The screenshots below come from the Windows player run on 11 October 2026.&lt;/p&gt;&#10;&lt;p&gt;The separate &lt;a href="https://zzefone.github.io/myblog/posts/hci-lab-1-ml-agents/" &gt;ML-Agents lab&lt;/a&gt; adds trained reaching and chasing policies. This page remains the basic Unity setup record.&lt;/p&gt;&#10;&lt;h2 id="environment-and-project-structure"&gt;&#10; Environment and project structure&#10; &lt;a class="heading-link" href="#environment-and-project-structure"&gt;&#10; &lt;i class="fa-solid fa-link" aria-hidden="true" title="Link to heading"&gt;&lt;/i&gt;&#10; &lt;span class="sr-only"&gt;Link to heading&lt;/span&gt;&#10; &lt;/a&gt;&#10;&lt;/h2&gt;&#10;&lt;p&gt;Corebound uses Unity 6000.0.23f1, the Built-in Render Pipeline, and a Windows build with the Mono scripting backend. It is a small 3D game: move a sphere, collect eight energy cores, and reach the reactor.&lt;/p&gt;</description></item></channel></rss>