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VR Basics: Building Beaker Ball VR

Today’s Basic VR build was a Beaker Ball VR game built in Unity targeted for GVR/Oculus Go

Moving on with C# development for VR I covered game logic and the implementation of interactivity whilst gaining further experience and understanding of Virtual Reality frameworks. It’s also a personal pipeline development project where I can not only look at my workflow between Unity and external 3D but to build and create specific relatable assets to fit specific needs.

This particular one posed challenges to understanding the logic and certainly one that’ll take a little more than this build to fully understand.

Design: Beakers & Ball



One of the hardest parts was understanding the logic and understanding the implementation of the random shuffling.

 for (int i = 0; i < 5; i++) {
                Cup cup1 = cups[Random.Range(0, cups.Length)];
                Cup cup2 = cup1;

            while (cup2 == cup1) {
                cup2 = cups[Random.Range(0, cups.Length)];


            Vector3 cup1Position = cup1.targetPosition;

            cup1.targetPosition = cup2.targetPosition;
            cup2.targetPosition = cup1Position;

            yield return new WaitForSeconds (.75f);



Output/tested Daydream/Go/Rift S  
Engine Unity 2019.30f6  
Creative Cinema 4D, Unity  


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