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Mr. Helland
Startseite Kalender
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  1. 3D Game Prog (S2)
  2. 2️⃣ Rigidbody Physics VR
  3. 08: The Great Escape (Part 1)

08: The Great Escape (Part 1)

Abschlussbedingungen
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Fällig: Dienstag, 21. April 2026, 23:59

target.png Learning Target

  • Create your own environment (not a template)
  • Set up a VR player (XR Origin)
  • Use the XR Device Simulator to test everything
  • Setup the ability to teleport around your scene using the controllers


Backpack Icon Resources

Video Tutorial for basic setup:

  • Basic Unity VR Setup in 2026

Ignore the video instructions after 4:35. We will use a pre-built camera rig rather than building our own.


pencil.png Instructions

 
Part 1 – Project Setup
Step 1: Create a New Project
  • Create a new Universal 3D Unity project

  • Name something like VR_EscapeRoom_YourName and save it on your workstation to speed up workflow

NOTE: Don't forget to backup your project at the end of each period using the Quick Backup Utility.


Step 2: Install Required Packages

Open Window → Package Management → Package Manager

I highly recommend maximizing this window to avoid confusion.

Click on the Unity Registry so you can see available packages.

Use the search bar to find and install:

  • XR Interaction Toolkit
  • XR Plugin Management
  • Input System (if not already installed)

You will also need to import these two Samples for the XR Interaction Toolkit:

  • Starter Assets
  • XR Device Simulator





Step 3: Enable XR Support

Go to:

  • Edit → Project Settings → XR Plugin Management

Enable the OpenXR plugin.

You will likely see an installation occur in the background.

Step 4: Project Validation

The project validation window will likely open with warnings. If this doesn't happen automatically, then go to 

    • Project Settings → XR Plugin Management → Project Validation

Click the Fix All button to attempt automatic fixes.
Or, click the individual Fix buttons if this doesn't work.
However, be patient. It may take some time to apply some fixes.

You will likely still have one warning, Click the Edit button to continue.

Add the Oculus Touch Controller Profile:


Part 2 – Create the Player
Step 1: Add XR Origin

In the Hierarchy:

  • Delete the existing Main Camera
  • Add XR → XR Origin (VR)

The camera we will use is a child of this object


Step 2: Add XR Device Simulator

Find this folder:

  • Assets → XR Interaction Toolkit → 3.x.x → XR Device Simulator

Drag the XR Device Simulator prefab into your scene.

This allows you to test VR without a headset.


Step 3: Verify Simulator Controls

Test in Play Mode:

  • Right-click + mouse → look around
  • WASD → move
  • Shift / Space → simulate controllers
  • Mouse → move controller position

Tips:

  • TAB → quickly cycles between headset, left and right controllers
  • RIGHT MOUSE → look around while using the controllers
  • Switch to the headset to move around with WASD

You should be able to:

  • move the camera
  • see simulated controller movement


Part 3 – Design Your Escape Environment

Create a unique simple room or other contained environment. 
You are encouraged to find assets from the Asset Store to make this process faster.

Requirements for now:
  • A floor (scaled correctly)
  • At least 3 walls or boundaries
  • Lighting (Directional and at least one of Point, Spot, Area)
  • At least 5 objects in the scene
Examples:
  • small room
  • lab space
  • workshop
  • puzzle chamber


Part 4 – Add More Controller Capabilities

Though we can build up and configure an XR Rig ourselves in the hierarchy, this can take quite a bit of time to setup and configure. Let's do this the easier way.

Find the XR Origin (VR) item in the scene and completely delete it.

Find this folder:

  • Assets → XR Interaction Toolkit → 3.x.x → Starter Assets → Prefabs
You should see an XR Origin (VR Rig) prefab that looks a bit like this:
Drag this into your scene to replace the old XR Origin.
 
If you expand this parent, you'll see that there is now a lot of children attached with different purposes. 
The most important thing is that most of these are already configured for us! Yay!
 
 

Part 5 – Teleport Around Your Scene

Select whatever object represents your floor and add this component:

  • Teleportation Area

Then, be sure to drag in your XR Interaction Manager

Next, we need to add some target locations where we are allowed to teleport.

Add a cube as a child of your floor. Give it a good name.

Then, add this component to it:

  • Teleportation Anchor

Once again, be sure to drag in your XR Interaction Manager

Resize the anchor so it is just a thin pad sitting just above the floor.
Move the anchor to a location where you would like to be able to teleport.


Part 6 – Test Your Teleport

Run your game and turn until you can see the anchor. 

Activate your left or right controller (T, Y) and move the interaction ray until it is near the anchor.

Press G. You should see the ray bend to touch the anchor. If not, try again with the ray closer to the anchor.
If it doesn't work after a couple tries, something is probably not setup correctly.
Be sure you remembered to drag the XR Interaction Manager into your new components.

When you release G, you should teleport to the anchor!

 

abc.png Grading

Criteria Letter Grade

Extended

  • Meets criteria of an A
  • Utilizes teleportation to perform other tasks (e.g. run a script, move objects, make objecs appear or disappear)
A+

Exceptional

  • You have an environment that has a unified theme or purpose
  • Your environment shows lots of potential for user interaction and problem-solving
  • You are able to simulate the VR device and walk around your scene
  • Your VR Rig has controllers that respond to user input
  • You have multiple teleportation anchors that match the theme of your environment
  • You can teleport to all of your anchors
A

Good

  • You have an environment that has a clear theme or purpose
  • Your environment has potential for user interaction and problem-solving
  • You are able to simulate the VR device and walk around your scene
  • Your VR Rig has controllers that respond to user input
  • You can teleport to at least one location in your scene
B

Reasonable

  • You have a simple environment that has an apparent theme
  • Your environment has potential for user interaction
  • You are able to simulate the VR device and walk around your scene
  • Your VR Rig has controllers, though they may not fully respond yet
C

Needs Improvement

  • You have a basic environment with a theme
  • You are able to simulate the VR device and walk around your scene
D

Insufficient

  • Does not meet the above criteria
F
Scores may be rounded to the nearest whole number.

 

◄ The Escape Room: Asset Store
09: The Great Escape (Part 2) ►
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