Changing to Open XR for testing
Due to the technical issues caused by the university computers i have now had to change my project to work with Open XR which is achieved by updating and changing the plugin management in the unity editor as seen below.

Futher updates are also needed to feature OculusXR to make it multiplatform with multiple headsets which is also beneficial for sharing the experience on multiple machines for multiple users.

Fixing the Hands for Open XR
Changing to Open XR did have some effects on the controllers and the tracking which meant that the hands positionings and models needed heavily adjusting to accomodate the change in OS.

Developing a Quest 2 Build (APK)
After having these issues i also wanted to have other ways of palying the game by also supporitng an Android APK build that could run natively on the Oculus Quest 2 Headset without the need of a tethered computer to further help with user testing and also making it more accessible around the universty and for the end of year show.
Conducting User Testing On-site
The user testing of my experience started this week onsite in the MA Virtual reality classroom with a majority of the testers being available to try the experience. The testing was conducted with only small issues occuring during the testing and minimal restarts or changes were required.
Conducting User Testing Online
he user testing of my experience started this week online with of the testers being available to try the experience. The testing was conducted with only small issues occuring during the testing and minimal restarts or changes were required but there were some issues orginally with sustaining network connection for both playing the game and talking to the users online for guidance and collaboration.
Questionnaire Creation
The questionnaire that was created asked the user about the three interactive elements of the experience including The three tasks, their thoughts on competition, cooperation and their overall opinion and feedback on the gameplay, level design and the games story.



General Feedback from Questionnaire
- Player motivations differ greatly when playing cooperative experiences with some wanting to socialise and play together, others wanting to play alone without the stress of needing to collaborate with another player and some wanting to compete for entertainment.
- Synchronisation and timing is extremely difficult between two real players which leads to unpredictability with certain blocks, precautions and mechanics needing to be created to monitor and tie together player progression through an experience.
- More than one player can and will derail the story with most of the focus being drawn towards one another and the interactions rather than the story they are participating in. Linking back to player motivations where some players will want story while others may want fun gameplay.
- Guidance and instructions seems to be extremely important to a lot of users with many not wanting to explore or figure out a problem for themselves, most want to be told what to do and where to go next.