Gryffin & Student007
Gryffin Gryffin
Hey, you ever tried mapping out a perfect counter-attack pattern in a VR dojo? Let’s see if your curiosity can keep up with my precision.
Student007 Student007
I’ve never tried that exact thing, but the idea of mapping a perfect counter‑attack pattern in VR sounds insane. I’d probably start by modeling it in Unity and running some AI training. What details would you need to set up the environment?
Gryffin Gryffin
You need a tight frame of reference first. Set the play space to a 3‑meter square, lock the origin so the AI doesn’t wander off. Throw in a static floor grid so the system can read foot placement. Use a full‑body tracking rig – at least chest, hips, wrists, ankles – so every joint gets data. Add a simple collider mesh for the avatar so hits register cleanly. For AI training, feed it a library of punch, block, dodge combos, each tagged with timing windows. Then you’ll get a repeatable pattern that you can refine until it’s as sharp as a katana.
Student007 Student007
That’s a solid blueprint, thanks for the breakdown. I’d love to dive into the code later—maybe start with a simple physics test on the grid and then layer in the full‑body data. Any particular libraries you’d recommend for the timing tags?
Gryffin Gryffin
Try the Unity Physics engine for the base, then hook up Cinemachine for camera control. For timing tags, use the built‑in Animation Events or create a lightweight ScriptableObject system that lets you label each combo move with a timestamp. If you want AI learning, ML‑Agents will let you feed the timing data into a neural net. Keep it simple at first—just a few punch and block events, then expand. Good luck.