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This Unity project for the Meta Quest 3 focuses on creating an immersive VR environment where users can freely move, interact with objects, and enjoy a comfortable, performance-optimized experience. It demonstrates essential VR principles like grabbable items, teleportation, post-processing effects, and overall design best practices.

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TaherPanbiharwala/VR-Room

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VR-Room

Overview

This VR Room project, developed for the Meta Quest 3 using Unity and C#, aims to create an immersive environment where users can freely move, interact with objects, and enjoy a seamless virtual reality experience. The project includes multiple interactive elements, performance-focused design, and visually appealing post-processing effects.

Features

  1. Interactive Environment

    • UI Canvas: Utilized world-space canvases for VR menus.
    • Object Interactions: Created XR Grabbable objects, such as a tennis ball, hats that users can pick up or wear, and added a remote to turn on a TV.
    • Sockets: Employed sockets for easy object placement and neat snapping mechanisms.
  2. Teleportation & Locomotion

    • Implemented teleportation-based movement to enhance user comfort. Users can choose between continuous movement and teleportation from the settings UI canvas.
    • Incorporated fade transitions to reduce motion sickness during travel.
  3. Immersive Design

    • Post-Processing: Applied anti-aliasing and other visual effects for a polished look.
    • Lighting: Mixed real-time and baked lighting to balance realism and performance.
  4. Optimization Techniques

    • Performance Tuning: Reduced draw calls, used LODs, and optimized scripts to maintain a stable frame rate. Utilized a static method to further reduce processing overhead.
    • Quest 3 Compatibility: Ensured the project runs smoothly on Quest 3 hardware by managing CPU and GPU usage.

Key VR Concepts

  1. User-Friendly Interactions

    • Leveraged XR Interaction Toolkit for natural hand-based object grabbing, throwing, and wearing.
    • Focused on intuitive experiences to help users feel grounded in the virtual space.
  2. Comfort & Accessibility

    • Offered teleportation to minimize motion sickness.
    • Incorporated adjustable settings to allow users to tailor the experience to their comfort level.

Performance Insights

Preface

This section captures real-time performance data collected during gameplay, focusing on CPU, GPU, and frame rate stability. These insights help identify effective optimizations and potential areas of improvement.

CPU & GPU Utilization

Observations

  • CPU Usage: Frequently hovers between moderate ranges, indicating balanced processing overhead. Occasional spikes may occur during peak interactions or transitions.
  • GPU Usage: Remains within comfortable thresholds, suggesting the project is well-optimized for VR rendering and visual effects.

Overall Observations

  • Optimized VR Experience: The stable frame rates and balanced CPU/GPU usage indicate strong optimization.
  • Immersive & Interactive: Integration of XR interactions, object sockets, and post-processing contributes to a polished user experience.
  • Future Possibilities: Further improvements could focus on advanced visual effects, more complex AI-driven interactions, and refined CPU load distribution.

This VR Room project demonstrates a successful blend of performance optimization, interactive design, and immersive visuals—all tailored for the Meta Quest 3. By combining user-friendly interactions with efficient rendering, this experience is both captivating and comfortable, establishing a solid foundation for future VR endeavors.

About

This Unity project for the Meta Quest 3 focuses on creating an immersive VR environment where users can freely move, interact with objects, and enjoy a comfortable, performance-optimized experience. It demonstrates essential VR principles like grabbable items, teleportation, post-processing effects, and overall design best practices.

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