This test was done in 3 days for a VR company, in the VR game, you have to shoot between 50-100 cubes.
- Used the Zenject framework to implement (and rush) some kind of DI design pattern.
- Used new openXR plugin to crossplatform PCVR and Oculus. (Not working with HTC Vive because I am using the pointerPosition input)
- Used Resonance from google for spatialization. I don't recommend using it anymore, it has been without support for years now.
- There is a lot of stuff that can be improved, or is unfinished. Such as a proper interaction system or a well defined architecture. It is a rushed test.
Already there are two built versions, an executable for win64 and an .apk for Oculus Quest, in the releases section.
Only the files inside the _Game folder are mine and open source.