Physics Buttons
Having had a few people play the game I noticed they have had trouble using the buttons in the game as they require using the grip buttons on the Vive controller. I also felt this was less intuitive than simply pressing down on the buttons with the controller. Because of this I remade the buttons using unity’s physics to allow you to press them down manually.
https://www.youtube.com/watch?v=k07bXHFwDx8&feature=youtu.be
The button functions by having a force applied to the button pushing it up into the top collider. The player can then push it down into the trigger which reverses the force pushing it into the bottom collider. The trigger activates the button’s function e.g. open door, attract enemy, spawn an echolocation pulse etc. An unexpected yet welcomed result was that due to the buttons being physics based the player can also use throwable ball objects and their head to press the buttons. I also assigned the red echolocation effect to the buttons making them more impactful when pressed and signifies danger to the player as the enemy is making its way to investigate. It also allows the player to quickly find a hiding place after pushing the button.

Improved Trigger System
In the previous system, I could tell that the player had passed through a trigger then used this to change the patrol path of the enemy to keep the player and enemy close together. However, I did not know from what side the player entered the trigger and so could not always change the enemy’s path accordingly. The new system uses 3 triggers, knowing the order the player passed through the triggers allows me to know what direction they are travelling.

Other changes
I made a small area around the enemy where they can detect the player even behind them but not if the player is behind cover. This was done because whilst playing the player could run very close behind the enemy with no risk detracting from the tension of being near the enemy.