Overview

🧪 Client prototype (2025) — developed for a client; currently on hold pending the client’s roadmap.

A mixed-reality professional tool for Meta Quest, built in Unity with OpenXR: users browse immersive content galleries, manage color palettes and edit visual content directly in the headset, using hand tracking or controllers. Developed end-to-end as lead developer, from interaction design to the companion web integration.

Demo Video


Technologies Used

  • Unity 6 (URP)
  • Meta Quest — Mixed Reality (passthrough)
  • OpenXR + Meta OpenXR
  • XR Interaction Toolkit
  • XR Hands (hand tracking)
  • AR Foundation
  • DOTween (UI/3D animations)
  • Embedded web server integration for remote content

Features

Mixed Reality Interaction

  • Passthrough MR: virtual content anchored in the real environment
  • Full hand-tracking support alongside controllers
  • Hand menus, grabbable panels and 3D animated buttons designed for comfort

Content Management

  • Immersive image galleries with spatial navigation
  • Color and palette system: browsing, filtering by category, favorites and palette export
  • Content synchronized from a web backend

In-Headset Editing

  • Direct editing of visual content in VR, with vertex-level manipulation of surfaces
  • Save/restore of the workspace state

Architecture & Technical Highlights

  • Comfort-first spatial UI: lazy-follow panels that trail the user’s gaze without snapping, hand-anchored menus and grabbable windows — designed for extended headset sessions without fatigue.
  • Dual interaction model: every feature works with both hand tracking and controllers, with consistent feedback across the two input modes.
  • In-headset editing pipeline: vertex-level manipulation of content surfaces with live preview and outline highlighting, precise enough for professional use in VR.
  • Data pipeline: color and palette catalogs loaded from structured data (CSV), with category filtering, favorites, palette comparison and export — including HTML-based report generation.
  • Remote content integration: an embedded web server keeps in-headset content synchronized with external sources, with thread-safe dispatching to Unity’s main loop.
  • Workspace persistence: user layouts and edits are saved and restored across sessions.
  • Animation layer: DOTween-based transitions for panels, 3D buttons and models, tuned to remain comfortable in immersive viewing.

Role and Contributions

As the sole developer, I designed and built the entire prototype: MR/XR interaction layer (hands + controllers), UI/UX for headset use, content and palette systems, in-headset editing tools and web integration.