๐ FOR RESEARCH AND EDUCATIONAL PURPOSES ONLY
This repository contains research code developed for academic publication in a Q1 VR journal. The code is provided EXCLUSIVELY for:
- Academic research and reference
- Educational purposes
- Peer review and reproducibility
โ PROHIBITED USES:
- Commercial applications or distribution
- Production deployment
- Modified versions for commercial use
- Any use outside academic research context
No permissions are granted for commercial use, redistribution, or derivative works beyond academic research. All rights reserved by the research team.
TableTennis VR delivers a cutting-edge virtual reality table tennis experience that combines realistic physics simulation with intuitive VR controls. Built specifically for Meta Quest devices using Unity 6 LTS, this game provides an authentic ping-pong experience that challenges players of all skill levels.
This implementation serves as a research prototype for our academic paper on VR physics simulation and haptic feedback in virtual sports environments.
- Realistic Physics Engine: Advanced ball trajectory and paddle interaction simulation
- Haptic Feedback: Tactile responses for enhanced immersion
- Dynamic Difficulty: Adaptive AI that scales with player skill level
- Multiple Venues: From classic indoor courts to exotic outdoor locations
- Environmental Effects: Dynamic lighting, weather conditions, and ambient sounds
- Personalization: Customize paddles, balls, and table designs
- Natural Hand Tracking: Intuitive paddle movements that mirror real-world play
- Gesture Recognition: Serve and spin techniques using natural motions
- Calibration System: Personalized setup for optimal comfort and performance
- Single Player: Practice against AI opponents with varying difficulty levels
- Training Mode: Skill-building exercises and technique refinement
- Tournament Mode: Competitive matches with progression system
- Free Play: Unrestricted practice sessions
- Unity Version: 6 LTS (6000.0.51f1)
- Target Platform: Meta Quest
- Rendering Pipeline: Universal Render Pipeline (URP)
- Physics Engine: Unity Physics with custom ball dynamics
- Target FPS: 90 FPS (Quest 2) / 120 FPS (Quest 3)
- Resolution: 1832ร1920 per eye (Quest 2) / 2064ร2208 per eye (Quest 3)
- Memory Usage: <2GB RAM
- Storage: ~500MB installation size
Unity 6 LTS (6000.0.51f1)
Meta Quest Development Setup
Meta Quest Link (for PC development)
Android SDK & NDK
-
Clone the repository
git clone https://github.com/yourusername/TableTennisXRgame.git cd TableTennisXRgame -
Open in Unity
- Launch Unity Hub
- Select "Open" and navigate to the project folder
- Ensure Unity 6 LTS is selected
-
Configure Build Settings
- File โ Build Settings โ Android
- Switch Platform to Android
- Configure XR settings for Meta Quest
-
Install Dependencies
Window โ Package Manager Install: Meta XR All-in-One SDK Install: XR Plug-in Management
- Enable Developer Mode on your Meta Quest device
- Connect via USB and enable USB debugging
- Build and Run directly to your headset
| Package | Version | Purpose |
|---|---|---|
| Meta XR All-in-One SDK | Latest | Core VR functionality for Meta Quest |
| XR Plug-in Management | Latest | XR configuration and initialization |
| Universal Render Pipeline | 14.0+ | Optimized rendering for VR |
| TextMeshPro | Latest | UI text rendering |
| Unity Physics | Latest | Physics simulation |
- Natural Grip: Hold controller naturally as a paddle
- Wrist Rotation: Control paddle angle and spin
- Trigger: Grip strength adjustment
- Room Scale: Physical movement within play area
- Teleportation: Quick positioning (optional)
- Point & Click: Use controller ray-casting
- Hand Tracking: Direct interaction with UI elements
{
"renderScale": 1.0,
"textureQuality": "High",
"shadowQuality": "Medium",
"antiAliasing": "4x MSAA"
}{
"ballBounceRestitution": 0.8,
"tableFriction": 0.6,
"airResistance": 0.02,
"gravityScale": 1.0
}This VR table tennis implementation was developed as part of our research on:
- Haptic Feedback Systems in virtual sports environments
- Physics Simulation Accuracy in VR gaming
- User Experience Design for immersive VR applications
- Performance Optimization for standalone VR devices
If you reference this work in your research, please cite our paper:
@article{tabletennis_vr_2025,
title={Advanced Physics Simulation and Haptic Feedback in Virtual Reality Table Tennis},
author={Nguyen Le Tat Phu and Doan Cat Phu},
journal={Q1 VR Journal},
year={2025},
note={In Press}
}We welcome collaboration from fellow researchers! For academic inquiries:
- Fork the repository for research purposes
- Create your research branch (
git checkout -b research/YourStudy) - Document your modifications and findings
- Share results with the academic community
Note: All academic use must be properly cited and attributed.
- Basic paddle mechanics
- Ball physics simulation
- Single-player mode
- Basic UI implementation
- Multiplayer support
- Advanced AI opponents
- Achievement system
- Social features
- Hand tracking support
- Spectator mode
- Replay system
- Analytics dashboard
- Occasional tracking drift during intense gameplay
- Minor audio delay in some environments
- Performance optimization needed for complex scenes
- Meta Quest Store: Featured Application
- Documentation: Research Wiki
- Issue Tracker: GitHub Issues
- Academic Inquiries: [email protected]
This project is licensed under Academic Research License - see the LICENSE file for details.
IMPORTANT: This code is provided for academic research purposes only. Commercial use, redistribution, or derivative works are strictly prohibited without explicit written permission from the research team.





