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I’m building a fast-paced VR experience that uses the same arm-powered locomotion made famous by Gorilla Tag, but set high above an Urban Cityscape. The entire project will be focused on Oculus Quest (native, not PC-tethered) and must support smooth, low-latency multiplayer matches. You’ll take full ownership of producing a networked prototype that lets players swing, vault and wall-climb across rooftops while trying to tag one another. Unity with the XR Interaction Toolkit (or a comparable Quest-friendly framework) is preferred, and I’m open to Photon, Fish-Net or another lightweight solution for the Netcode—as long as it performs reliably on standalone hardware. Key deliverables • Physics-based locomotion system that feels identical in spirit to Gorilla Tag, tuned for Quest controller tracking. • One stylised city level featuring varied verticality: narrow alleys, billboards, fire-escapes and sky-bridges. Grey-box art is fine at this stage; optimisation for Quest is essential. • Matchmaking / lobby flow that drops 2–10 players into a session with voice chat enabled. • Core “tag” game loop with win/loss conditions and a basic scoreboard UI. • APK build and full Unity project folder, ready for sideloading on Quest 2 for live testing. Acceptance criteria 1. Frame-rate holds 72 Hz (or 90 Hz on Quest 2) while eight players are connected. 2. No locomotion-induced motion sickness during a five-minute playtest. 3. Network latency hides interpolation blips under typical home Wi-Fi conditions. 4. Complete source provided with clear README so another dev can open and build. If you’ve shipped Quest titles or prototypes that hinge on unconventional locomotion and multiplayer physics, I’d love to see them. Let’s bring this rooftop playground to life.
Project ID: 40609334
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Active 7 days ago
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Hello, With over 16 years executing full-stack development and design projects, my expertise stretches across the board to encompass your unique needs. I understand the intricacies of developing unconventional locomotion methods and scaling multiplayer physics games, having executed similar projects that attest to these skills. One such project was a VR tennis game where players used their hand movements to control gameplay, and another involved a physics-based puzzle game with multiple players running across wobbly platforms - akin to what this project describes. These not only mimic the concept you envision but demonstrate my capacity to overcome technological hurdles related to motion sickness or netcode. My team of 55+ talented developers and I are also no strangers to Unity's transformative powers when it comes to designing VR experiences for Oculus Quest. We possess practical knowledge manipulating XR Interaction Toolkit as well NBA2KRL as Photon successfully implemented on similar projects because, just like you, we also care about performance and reliability on standalone hardware. We have a vast palette of techniques to tackle demanding optimization scenarios from creating roaring cities enshrined in a lush coat of atmospheric fidelity using software like Autodesk 3ds Max or bringing life to simple UX interfaces required by such initiatives. Lastly, as my client, you'll benefit immensely from my unwavering commitment to de Thanks!
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I'll build a networked VR prototype using Unity with the XR Interaction Toolkit, focusing on arm-powered locomotion, physics-based movement and multiplayer matches, to deliver a stylised city level with matchmaking, voice chat and a core game loop, resulting in a smooth Oculus Quest experience, happy to discuss further over DM.
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