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VR Shooting Range | Unity & OpenXR

A performance-oriented Virtual Reality simulation focused on realistic weapon mechanics, physical interactions, and optimized spatial environments. Built using Unity's XR Interaction Toolkit and C#.

Technical Highlights

The project serves as a showcase of high-performance VR systems, where implemented the following solutions:

  • Advanced Physics-Based Ballistics:
    • Rigidbody Projectile Simulation: Unlike standard raycasting, this system utilizes physical projectiles to accurately calculate complex trajectories, including bullet ricochets and material penetration logic.
    • Optimization: Fine-tuned collision detection and life-cycle management to maintain high performance despite the overhead of active rigidbodies.
  • XR Interaction Architecture:
    • Custom implementation of grab mechanics and socket interactors for realistic weapon handling.
    • Physics-based hand-object interaction ensuring tactile feedback and high immersion.
  • Unity 6 Rendering & VRAM Optimization:
    • Single Pass Instanced Rendering: Optimized pipeline to reduce draw calls by 50%, critical for stable VR frame rates.
    • GPU Resident Drawer: Leveraging Unity 6's newest features to minimize CPU overhead in complex environments.
    • Baked Lighting & Static Batching: Aggressive optimization to keep CPU/GPU usage minimal.
  • State-Driven Weapon Logic: Modular weapon states (Safe, Semi, Auto, Reloading) handled via a robust, decoupled C# state machine.

Tech Stack & Tools

  • Engine: Unity 6 (6000.x)
  • SDK: OpenXR / XR Interaction Toolkit (XRI)
  • Language: C# (Advanced OOP, Events-driven architecture)

Key Features

  • Realistic Handling: Manual magazine reloading, slide/bolt manipulations, and haptic feedback integration.
  • Procedural Target System: Dynamic spawning of targets based on a custom "Wave Manager" logic.
  • Physics-Based Movement: Smooth locomotion combined with snap-turning to ensure accessibility and comfort.

Author: KacperZ402 Target Platforms: Meta Quest / SteamVR

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