Project type: Bachelor Thesis

Date: 2017

Duration: 10 weeks

Team size: 1 Person

Technology: Unity3D, Oculus Rift, Oculus Rift Touch Controller



The VR-Intuitive Editor is a combination of tools for creating and planning three-dimensional spaces in virtual reality. The user finds himself in an abstract world where he can create and manipulate volumes and structures to visualize his thoughts directly with their hands. Further walking simulations are redundant since the player is already experiencing the effect during building. The different tools are precisely selected to keep everything simple and intuitive to avoid overwhelming the user. Working with the editor is very beginner friendly to ensure more people with different use cases can benefit from it and allows professional and personal use. During the ten weeks of working time, I had to finish the prototype for my bachelor thesis I managed to implement several tools and options which are ready to be explored on an oculus rift with matching touch controllers.

Design goals:

The core element I wanted to explore in this project, was the creation of 3D-meshes directly in Unity without using external software to create objects. The second aspect was working with virtual reality. To combine those two main features, I had to overcome many obstacles to create a pleasing experience for all kinds of possible users. I had to find the right spot between providing enough and too many tools. The most significant possible freedom for the user without being confusing. On top of that, I wanted to abstain from virtual interfaces floating around in the scene to minimize distraction. Since the editor should be beneficial for work, I had to think about ways to generate practical use and enforce the advantages of the chosen technology.

My tasks:

First of all, I had to check if the technical part of my vision was feasible or if I had to come with a compromise solution. After figuring out, how to manipulate 3D-meshes trough vertex transformation, I could start designing different tools for the player. The central mechanic is the extrusion of rectangle shapes you can draw on the ground plane. The extruded volumes function as objects the user can manipulate and move around. After experimenting with several options and tools, I had to develop a working system including intuitive button bindings and cut out unnecessary features. Therefore I invited test persons with different amount of experience with virtual reality devices to ensure the most critical part of my work – intuitiveness. With my observations in mind, I reworked the system a few times until everything worked automatically.