CASE STUDY: VIRTUAL REALITY ENTERTAINMENT

ZipLine is a Virtual Reality Application in architecture space. The objective of this app is to showcase clients’ architecture in digitized form in virtual reality, where a player can roam around the building and its surroundings to witness the look and feel of the building. The app is developed in Unity3D for PC, Mac (with support to Oculus Rift) & Samsung Devices (via GearVR).

This was the first project we built in Virtual Reality platform and in spite of not having required devices to test it, we made such an Oculus build that client rewarded us the GearVR support tasks (post launch of GearVR) and he even presented us GearVR as it was not available in India that time and today it works even on HTC-Vive & Oculus smoothly with better controls.

CONTROLS

Touch devices controls are different from the desktop controls. In GearVR theusage of tap, swipe or gestures and usage of Joystick on Vive are more easy & natural instead of keyboard & mouse.

APPROACH

ZipLine is kind of a simulator, and we can control the player through the controller in the Samsung Gear VR or HTC Vive. ZipLine is an added feature in the app, where the user can play the ZipLine game once he’ll reach the top floor (which was accessible via stairs & lift).

VIRTUAL REALITY IMPLEMENTATION

ZipLine was our very first project on the VR platform. The basic problem was that we didn’t have enough documentation about it and not even the required devices to test as well. After a lot of research, we came out with proper implementation and optimization techniques which helped us to resolve the problem regarding implementing VR entertainment in ZipLine.

TECHNOLOGIES

Unity3D

C#

CHALLENGES

VR implementation

Controls

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