VR Projects

GameRoomVR

Physics-based multi-user experiences with 2 different game mechanics (Cards and Airhockey). The skills and technical features of Unity being utilized during the development of this project:

  • Multiplayer: Photon Fusion
  • Stacking and unstacking cards: colliders enabled in the user's hand animation
  • Blackboard writing: colliders and line Renderers
  • Card dispenser: single card spawn and hurl the cards in a projectile motion
  • All interactable items: networked physics via Photon Engine Fusion supporting up to 20 people
  • Hand animation: simple setup allowing to customize a pose in less than 10 minutes
  • Simple and intuitive controls: realistic physical interaction
  • Voice chat: Photon voice 2

Poker table GameRoomVR AirHockey GameRoomVR

Car Engine assembly training VR

Socket interaction based training module for car engine assembly. The skills and technical features of Unity being utilized during the development of this project:

  • Virtual hand with controller to grab
  • Basic UI Canvas setup with welcome message
  • Interactable car engine parts that respond as expected based on their real counterparts
  • Testing engine running and stop option
  • Audio features for assembling and engine
  • Performance optimization for standalone VR [tested with Oculus Quest]

CarEngineRepairSimulation Room Design ProfilerImage CarEngineRepairSimulation

Retail therapy VR with Hand tracking

An adaptable multi-purpose rehabilitation tool. The technical features:

  • Virtual hands with hand tracking (Oculus Integration)
  • Super-market with interactable products
  • Dynamic UI Menu with Items to shop/cost
  • Reaching, grasping and placing objects in the cart

Retail RehabRoom Design

Tower Defense VR

Reimaging Tower defense game in VR context. Technical features of Unity:

  • Basic VR XRTK setup with Ray Interactors
  • Tower Defense Mechanics :
    • Grid based system
    • Enemies following the path
    • Enemies swarming at various difficulties
    • Tower placement on the grid
    • Tower destroying the enemies
    • Two types of towers with different cost and fire rate
    • Cost and purchase barebones for the towers
    • UI for tower selection and next enemies spawn time

Environment design TD OVR metrics TD