No Lay's No Game

Motion-controlled endless runner installation using the ORBBEC Femto Bolt for Lay's at UCL 2025 in Lisbon & Munich

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Role: Developer, Tool Scripting

No Lay's No Game was an installation utilizing my Unity Package that adds motion-based controls using the ORBBEC Femto Bolt onto existing projects. This was used for both Lisbon and Munich installation sites for Lay's at UCL 2025 for an endless runner arcade game (click here) created by WAVE. The package contains an example scene and a ready-to-use prefab that handles plug-and-play functionality for the depth camera. The motion tracking contains a custom depth solution, an auto-recalibration & reconnect, and allows developers to subscribe to motion event delegates, with the package being modular, robust, and performant in order to operate in any game environment imported into. Additionally, the package functions with a generic joystick to send motion events and calibration commands.

Tools Used

  • Unity
  • ORBBEC Femto Bolt

Contributions:

Custom Depth Solution

In order to mitigate background interference and establish a reliable play area, I created a way to use a jet colormap depth visualization to determine and adjust the thresholds for if the player's joints were in valid depth regions for detection.

Event System Body Tracking

The package contains adjustable thresholds to track which direction the body has moved, sending generic event delegates upon new positions for jumping, ducking, and moving left, right & center that developers can subscribe to.

Auto-Calibration & Camera Reconnect

The tracking calibrates to all body types, orienting itself with the player's neck joint and establishing their center upon stepping in front of the camera for the first time. Upon desynching with the player, if connection is lost after a period of time, the camera will automatically recalibrate with the player upon re-entry. Additionally if the camera momentarily disconnects from the computer, it will automatically re-initialize itself without the need to reboot the application. Both features allowed for a smooth exhibition experience that robustly covered technical edge cases that occur during live activations.

Joystick Functionality

Both the motion controls and recalibration commands are functional inputs with a generic joystick for plug-and-play, allowing users to toggle between camera and analogue controls for developer testing.

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