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Last Updated: 16 Dec 2024

AR/VR Eyeora

Eyeora XR/VR is an immersive AR/VR experience developed in Unity, blending real-world elements with virtual content for both entertainment and education. It offers an interactive way to engage with surroundings through enhanced visual experiences.

Challenges

Creating an immersive and smooth AR/VR experience presented several unique challenges. The complexities of managing precise VR controller input for seamless interactions, ensuring that physics for shooting and object interactions were accurate, and designing dynamic levels that could keep players engaged throughout their experience were key areas of focus. Overcoming these challenges required a blend of optimizing both hardware and software, along with a thoughtful approach to gameplay design to ensure that players felt fully immersed in the virtual world without interruptions or frustrations.

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  • During the development, I faced performance issues due to the heavy graphical demands of XR/VR apps. This was particularly noticeable in rendering high-quality 3D models and maintaining smooth frame rates.
  • Handling user inputs from XR devices (like hand controllers and gesture recognition) posed a challenge in maintaining natural interactions.
  • Ensuring the app ran smoothly across different XR devices with varying specifications was another challenge.
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Solutions

To address the challenges faced in optimizing the AR/VR experience, several strategies were implemented to enhance performance and user interaction. The focus was on improving asset management, simplifying controls, and ensuring smooth gameplay across diverse devices. These solutions aimed to create a seamless and immersive experience for users, regardless of the platform they were using.

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To overcome this, I optimized the game assets by reducing polygon counts, simplifying textures, and using Unity's Occlusion Culling to prevent rendering objects not in view, ensuring a smoother experience.

I integrated Unity's XR Interaction Toolkit, which simplified the management of XR inputs. This allowed for more responsive and intuitive interactions within the virtual environment.

I implemented adaptive quality settings in Unity, which dynamically adjust graphics and processing based on the device's performance capabilities. This approach ensures a consistent experience across various XR platforms.

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