The ruler is grabbable, dynamically interactive, and demonstrates key skills in handling Unity's XR Interaction Toolkit, physics systems, and precision collider setups. This project highlights my ability to design and implement functional, user-centric VR applications.
The ruler interacts seamlessly with the environment using Unity’s Rigidbody and Collider components.
A compound collider system ensures stability, preventing issues like tipping or sinking into surfaces.
A sphere collider on the VR controller allows for direct, realistic interaction with the ruler and tick marks.
Configured the XR Grab Interactable component
Controller Grab Point
Challenge: By default, Unity's XR Grab Interactable grabs objects at the center.
Solution: Resorted to putting a sphere on the controller to tap the ruler into position
Tick Mark Integration
Challenge: Adding individual tick marks caused collider conflicts and performance overhead.
Solution: Created a parent game object that contained both the ruler stick and the tick marks
Stability and Interaction Accuracy
Challenge: The ruler would sometimes tip over or sink into surfaces.
Solution: Adjusted Rigidbody settings (center of mass, collision detection) and used a precise Box Collider for robust stability.
Unity XR Interaction Toolkit: Grabbable objects, and VR-specific interactions.
Physics Programming: Configured Rigidbody, Colliders, and Collision Detection for smooth object interactions.
Dynamic attach points
Add some UI to evaluate reading measurement
This project deepened my understanding of Unity’s XR Interaction Toolkit and physics systems, particularly in the context of VR. I gained experience in:
Handling dynamic attach points for VR interactions.
Balancing performance and functionality with optimized physics setups.
Solving practical design challenges in immersive environments.