Inspiration

Rooted in the King Arthur “sword in the stone” legend and Quest hand tracking, we set out to make a no-tutorial, hands-only party experience. Inspired by I Am King (Meta Horizon Store) , we pushed the idea further: every victory makes the sword longer and harder to pull, creating instant tension and laughs for both players and spectators.

What it does

Players use natural motions—grab → twist → steady → pull—to free the sword. The game auto-calibrates to each player’s arm span and stance, then uses AV feedback and physics-based resistance to sell the feeling of weight. Each clear ramps sword length and resistance, logging fastest time and longest sword. We offer a quick-swap Arcade mode, on-site leaderboards, and a projection-friendly spectator UI. Optional MR pass-through drops the stone into the player’s real space.

How we built it

Engine/SDK: Unity (URP) + Meta XR SDK (Hand Tracking / XR Hands), OpenXR Interaction: Custom “Progressive Weight System” using joint constraints, damping, and torque curves; IK to stabilize hand pose and grip Feedback: Layered audio that thickens with pull force, subtle camera shake, and particles for punch Performance: Static batching, GPU instancing, LOD; 72/90 Hz selectable Cloud: Azure Functions + Cosmos DB for scores/leaderboards; App Center for performance and crash analytics

Challenges we ran into

Hand-tracking occlusion/jitter, conveying weight and sticking with no controllers, arm fatigue in long sessions, keeping stable FPS/low latency on Quest, and leaderboard anti-cheat + offline sync.

Accomplishments that we’re proud of

  • A complete gesture-only loop that needs almost no onboarding
  • High turnover and strong spectator appeal at events—crowds naturally cheer
  • Smooth, low-jitter performance on Quest 3
  • Cloud leaderboards and on-site projection fully integrated

What we learned

You don’t need vibration to sell weight—multi-channel feedback (visual, audio, physics, rhythm) creates a convincing haptic illusion. Keep calibration ultra-short. Spectator UI and musical pacing lift hype and retention.

What’s next for I Am King

Versus and co-op modes (alternating pulls, relay races), daily challenges and global leaderboards, seasonal themes (Holiday/Halloween) with unlockable sword/stone skins, a Coach Mode (motion scoring and warm-ups), deeper MR stages, and built-in streaming/photo sharing so every crowning moment gets seen.

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