1. We wanted people to move and we thought a VR game would be best for that We noticed that a lot of VR games either keep players in one place or don't fully take advantage of VR's ability to make people physically move. So we decided to create a VR game where movement is a core part of the experience, encouraging players to use their whole body and explore a virtual world. We felt like VR would be the best platform to make that happen because it naturally combines physical and digital movement in a way that no other platform can.

What it does

Flutter Quest is a VR experience that lets players move around using their joysticks, interact with the environment, and explore a colorful world. Players can walk around using the Quest controllers, interact with menus using a laser pointer system, and eventually explore different maps we plan to add. It's designed to make movement feel fun, natural, and easy for anyone to pick up.

How we built it

We built Flutter Quest using Unity along with the XR Interaction Toolkit and OpenXR for Quest 3 support. We set up locomotion systems to allow joystick movement, and added VR UI interactions like laser pointers for selecting menu options. Our project was managed through GitHub, where we each worked on separate branches and merged our work together. We had to install a few extra packages, fix input settings, and set up VR rig systems manually since not everything worked right out of the box.

Challenges we ran into

Setting up joystick movement was harder than expected, especially when switching between Oculus-specific inputs and OpenXR inputs.

Dealing with XR Interaction Toolkit errors, missing scripts, and input bindings not connecting properly.

Getting all the UI elements to work properly in VR (like getting the laser pointer to only appear when a menu was open).

GitHub conflicts when we tried merging our different parts of the project because of missing .gitignore files for Unity projects.

Setting up the right packages and project settings for VR took longer than we thought because different tutorials used different setups.

Accomplishments that we're proud of

We successfully got joystick-based locomotion working, so players can move around smoothly using the Quest 3 controller.

We created a VR pause menu that pops up with a button press and can be interacted with

We fixed multiple errors with the XR setup and learned a lot about debugging XR controller and input issues.

We worked together as a team and were able to merge our work through GitHub, even after running into conflicts.

We built a working VR project in just a short amount of time, even though it was our first time doing a lot of this stuff.

What we learned

How to properly set up OpenXR with Unity and make sure Quest 3 controllers are fully supported.

How to troubleshoot XR Interaction Toolkit errors, input issues, and locomotion settings.

How important it is to have a clean Unity project structure and a good .gitignore to avoid merge conflicts.

How to use GitHub Desktop to manage branches, pull requests, and fix merge conflicts when they happen.

How to create VR-friendly UI that feels natural to interact with using hand controllers.

What's next for Flutter Quest

We want to expand the game by adding multiple maps and environments for players to explore.

We’re planning to add multiplayer support so people can move around and explore together.

We want to implement more interactions in the world, like grabbing, throwing, or building things.

We’re also thinking about making the movement system even more natural by experimenting with hand tracking (so players can move without even needing a joystick).

Finally, we plan to polish the UI and add sound effects and background music to make the world feel even more alive.

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