Working on a jiggly slime for Spectacles, here's what I've got so far
I've always liked adding feel to games, and I always lean towards jiggle. This month I'm trying to do a more optimised version. Before, I did it with chain physics with iyo roll - it worked and for one object this was okay, but we can always thinkmore about optimisation, so I've taken a look at blend shapes to drive the jiggle.
I also want to create truly spatial experiences. What makes mixed reality cool is that it's not just a level you can see in your world, it actually interacts with your world. So I'm getting out of my comfort zone, inspired by Hot Air Hero (https://www.reddit.com/r/Spectacles/comments/1rgfnuk/hot_air_hero_pilot_a_3d_hot_air_balloon_through/) - using World Query and messing around with shaders to create a shockwave effect that bends around your actual environment.
The slime also predicts what surface it's about to hit mid-flight and rotates so its base lands flush against it. So when it splats, the melt happens on the actual surface, floor, wall, ceiling, the angled side of a couch, whatever you hit. The geometry of your room becomes part of the deformation (to a degree!)
Still lots to do, but I thought I'd start sharing these experiments as I go.