An Exploration into VR Development

Aug. 2017 — Published app to Google Play store.

VR or Android?

This game runs on every platform and has the VR package set up so that it’s compatible if it were exported to a specific VR platform like Google Cardboard. It’s currently hosted on the Google Play store for Android without the VR compatibility so that it plays like a normal app. I developed it in Unity3D in about a week or two total and I documented the ways I used to make it run so fast on mobile.

Four screenshots of The House VR game
Four screenshots of the game in normal Android mode. The gray circle in the bottom-right corner is the joystick for controlling the player.

Why I Created This

A screenshot of my mobile game guide published on LinkedIn
This is the LinkedIn post I created after finishing this VR game.

In order to learn how to make a mobile game, you have to just jump in head first. Now I have resources and scripts for my future projects. Blogging about the processes and outcomes really solidifies what you learned and allows you to return to your notes and pick up where you left off easier.

What Did I Make?

The textures you see are all sourced from copyright-free images and/or free assets from the Unity store. Some I’ve recolored and edited in Photoshop, others I’ve left as-is. I wrote a couple scripts (referencing Unity’s documentation) that form a suite of triggers for my games, including: showing, hiding, moving, and animating game objects. The camera code was written by a forum user, and the entire list of scripts and authors are available on the tutorial blog post. The creatures, trees, bushes, and props are all from the Unity store, all free to use. Lastly, I created the scenes by hand, placing all the walls and flooring. I compressed textures in Photoshop to minimize their impact on FPS.

Behind the scenes view in the Unity editor.
A behind-the-scenes view in the Unity editor showing the whole game world of the example game.