Senior Product Designer | XR Interaction Design
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Unity Experiments

Unity Experiments

Some experiments to practice XR/3D interactions. Best viewed in desktop sizes.

VIRTUAL PRODUCT SHOWCASES

Displaying 3D assets in a virtual studio scene setup, involving 3 point lighters with different color, angle and intensity.

Below video is a ‘‘tracking shot’’ experiment integrating Cinemachine and a custom Dolly Track to make the statue pop more to life.

Object reference: Discobolus statue via ChamferBox studio

BUILDING CONTENT FOR IMMERSIVE EXPERIENCES

A glimpse of a VR room design I created in Unity, which I later implemented in Meta Quest 2 for immersive viewing.

Below you can also see XR Rig and other XR packages integrated to the scene. I also implemented Snap Teleportation to travel across the room through anchor points (which have custom reticles).

XR INTERACTABLES - SQUASH GAME

Below is a game I created with predefined Unity assets to demonstrate XR interactions such as grab-throw-collide, supported with audio events and locomotion (via teleportation anchors). The gameplay was implemented in Oculus Quest 2 later on and recorded there. End result is a free game I actually enjoyed - I’m looking forward to adding some game mechanics and rules in the future.

VFX ANIMATIONS & TRIGGERS

An example of scripiting to transition between VFX animations with key input triggers from the user (in this case from an ambient fire into smokes). VFX is built with Unity’s Particle System exploring Shape, Emission, Renderer properties to create interesting effects.

AVATAR ANIMATION

An example of lighting an environment to create certain mood, integrating external avatars, creating rigs via Mixamo and applying animations.

MATERIAL & SHADERS

A still life composition that displays different shapes and materials combined. Some traits displayed are specularity, transparency, texture maps, alpha clipping and a shimmer shader which was manually created.

FIREFLIES VFX

Watching fireflies fly around the backyard from a 3rd person perspective. Used a wind zone to create an elevating effect on the fireflies in addition to setting luminescent light trails and an audio effect to increase realism.


CUSTOM AVATAR & RIGS

The video displays a project where I integrated my Ready Player Me avatar into a Unity scene with an environment and ambient audio attached.

In addition to this setup, I created custom rigs to display various animations on my avatar. I was on a sports-rest day and thought my avatar can take on the job for me, why not! (even doing drop kicks in the air) After creating custom animations, looped and sequenced them to create a scene.

Sports for today: 4 sit ups, 4 jump squats, 1 drop kick

PROTOTYPING

Using Probuilder and Terrain tools to prototype basic shapes to express Immersive Mock ups.

 

 

PHYSICS & MOVEMENT

The microproject displays setting up a scene with objects and materials while giving them physics attributes (gravity+bounce) to simulate how they would act. As a fun twist, the pinball is scripted to get larger, stressing the viewer if it will make it through the last brick or not :)

3D SOUND

The microproject displays an environment with looped 2D sound (desert track) along with an experiment on Doppler effect (spatial sound) which results in changing crane frequency as it moves away from the camera.

2D PHYSICS

The microproject displays using sprites with simple colliders and physics properties.