This is a fun high dive VR experience, developed at Shaking Earth Digital for Hancher Theatre in Iowa. The experience was built for Oculus Quest. We set up a plank on the floor and calibrated the VR experience to match the real plank on the floor. Players will experience standing 25 meters high on a high dive platform and walk the plank.
I worked mostly on the front end scene development. A lot of the work went into optimizing the environment for Android platform.
Things I learned: Bake textures and shadows as much as you can and keep the draw calls to a minimum of 20-30 per eye. Oculus screenshot wizard was super useful for baking skybox and some city skyline models into a cubemap. Unlit shaders save draw-calls if you bake shadows on textures externally and import to unity instead of using Unity’s baked lighting.
Things I did: 3D modeling, UV texture, performance optimization, lighting and scripting.