DAREN TRINH
Unity Developer | Gameplay Programming | Technical QA
SliVR Project
Development History
The client originally wanted a VR hospital simulation application to which the user would be able to diagnose a patient based on a speech conversation interview. The application integrates a Unity packaged called Fungus to setup a dialogue system and played back the correct video response.
We also explored using the Windows API for speech recognition so that the user could speak directly into their microphone and talk with our virtual client. Something else that I would've loved to delve into would be utilizing AI speech for our patients. Creating this project in VR would definitely be something I'd like to try out someday given free time.
Notable Features
Some notable features about this project which I worked on was the integration of Fungus (a Unity package) into our video clip player.

VideoManager
The VideoManager script handles which clips need to be played on our video player object in scene, in which we feed in the name of the clip we want at certain moments in our narrative.
Flowchart
The game functions through the Fungus Unity store asset. It allows us to create a narrative dialogue tree in which we setup all potential dialogue options and response dialogues. We are also able to assign methods and events that gets called at certain nodes within this flowchart.
The narrative begins which the options to turn on the captions/subtitles for the game before letting the player ask differing dialogue options. After the initial interview state, the narrative branches out allowing the player to explore other narrative pathways.
Testing & Validation
During development, I examined the interaction between the Fungus dialogue system and the VideoManager to ensure that dialogue progression triggered the appropriate video responses.
This involved reviewing dialogue branches, verifying that assigned methods and events executed at the intended points in the conversation, and checking that the correct video clips were selected and played. I also considered potential issues involving incorrect dialogue paths, missing video references, and events triggering unexpectedly.
Through this process, I gained experience understanding how interconnected Unity components communicate and the importance of validating functionality across different user interactions.


Given a longer time scope, I would've liked to finish implementing the Windows API for speech recognition so that the user could speak directly into their microphone and talk with our virtual client. Something else that I would've loved to delve into would be utilizing AI speech for our patients.
Creating this project in VR would definitely be something I'd like to try out someday given free time.