VR Lab Session 1
VR Lab Session 1
Hello and welcome to the first post in a three-part series exploring the development of what will (hopefully) become an VR escape room. In this blog, I’ll walk you through the foundational steps of creating the room, designing some interactive elements, and setting up the final door— the most crucial part element of the project.
Room Setup: Establishing the Scene
For our starting point, we decided to place players in a medieval-style tavern. The choice wasn’t tied to a specific aesthetic vision just yet—our focus was on experimenting with available assets to create an engaging space. This initial flexibility gives room for creativity as the project evolves.
The medieval theme lent itself well to the escape room format, offering plenty of opportunities for interesting props the player could interact with and some atmospheric details.
After a setting up the project and a few hours this is the current state of the room:
Setting Up Interactables: The Heart of the Gameplay
The Bloody Door
The door is arguably the most crucial element of the escape room, serving as both a focal point and the player's ultimate goal. So we knew it was important for us to get started on it early.
We used a Fixed Joint for the door handle to ensure it stays securely attached while allowing players to grab it. This setup makes the handle feel functional and responsive. The door itself is powered by a Hinge Joint, giving it a smooth swinging motion that reacts naturally to the player’s input.
However, we quickly realized that without proper limits, the door could swing too far—sometimes clipping into the walls or behaving unrealistically. To address this, we configured the Hinge Joint limits, restricting the door's to a realistic arc.
Making the door interactable should be as simple as adding the XR Grab Interactable component to the handle. With this setup in place—BOOM!—we have a fully functional door that felt responsive and polished.
Next up: refining interactions and adding some puzzles :).





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