VR Sandbox Game Development
Budget: $750 – $1,500 USD
Ultra Boom XR:
the game is essentially an advanced version of XR Ultra Physics Sandbox. The new title will be Ultra Boom XR, and we are currently building the MVP.
Here is what I need you to do:
1. Integrate the Easy Build System
Integrate this asset: Easy Build System - Modular Building System
Make it usable in VR so players can build structures in real time
Enable snap-to-grid placement
Allow spawning of full structures such as:
slum2, slum3, slum4, slum5, slum6, roof3, roof4
Each should be able to include a reset button that respawns it if destroyed, or function without one
Support spawning single props and grouped props from the folder "02 DESTRUCTABLES"
2. Dynamic NavMesh for AI Support
Use Unity’s NavMesh Surface (NavMesh Components) instead of static baked NavMesh
Set it to collect objects from all layers, including buildable structures
Add NavMeshObstacle with carving to smaller props like crates and barricades
For larger structures, include them in the NavMesh Surface
After each placement, call navMeshSurface.BuildNavMesh() to update navigation so Emerald AI bots adapt their paths in real time
3. Weapon Spawning System
Create an in-game UI that allows the player to spawn weapons and ammo from the "01 WEAPONS" folder
Weapons should be categorized as: Ancient, Vintage, Modern, and Cyberpunk
In the "MENU PHYSICS" scene, review the "WEAPONS SPAWN (6)" GameObject – use its logic but convert it into an accessible UI that can be opened anywhere
Use activate/deactivate logic for weapon GameObjects to optimize performance (no duplicate weapon types, only ammo or grenades can be duplicated)
4. Bot Spawning UI
Convert the logic from "BOT SPAWN (1)" in the "MENU PHYSICS" scene into a full UI that can be used in any location
The UI should support:
Selection of up to 100 bot slots
Choice of bot model
Setting behavior (Idle or Combat)
Selecting weapon loadout
Assigning to Team A, B, C, D, Neutral, or Attack All
Setting custom spawn points on the map (similar to how walls are placed using the build system, but bots don’t spawn immediately)
A button to spawn individual bots and another to spawn all bots with custom spawn points
Each bot configuration will have a corresponding pre-made prefab
5. New Emerald AI Bot Prefabs
Review the following prefabs already started in the Emerald AI folder:
Pistol MILITARY
Uzi MILITARY
RIFLE MILITARY
Iron Man Pistol
Iron Man MCX
Create similar prefabs using all models from the following folders:
Modelos Character
CHICAS
StudioNewPunch
genSuit
Big_Boss
Victorian_Man
Agarkova_CG
(Approximately 25 models)
6. Weapon Loadouts for Bots
Each model should be set up with the following weapon options:
Pistol (as used in Pistol MILITARY)
Uzi (as used in Pistol MILITARY)
MCX (as used in RIFLE MILITARY)
Fists (as used in the Melee Combat Demo scene)
Sword (use "sword_2_" prefab with Melee Combat Demo animations)
Sword and Shield (one-hand sword and shield animations from "Sword and Shield Pack")
Metal Baton and Riot Shield (animations same as above, weapons from "Modern" in 01 Weapons)
Flintlock Pistol (from "Pirate_Pistols" folder)
Flintlock Rifle (from "Pirate_Rifle" folder)
Magnum (from "DWm715 FPS Model" folder)
Grenade throwers (as used in "Grenade Demo" scene)
7. Free-Fly Mode for Building
Implement a toggleable free-fly mode for fast building
Two movement styles:
Iron Man-style (hand-propulsion)
Noclip-style (smooth omnidirectional movement)
the game is essentially an advanced version of XR Ultra Physics Sandbox. The new title will be Ultra Boom XR, and we are currently building the MVP.
Here is what I need you to do:
1. Integrate the Easy Build System
Integrate this asset: Easy Build System - Modular Building System
Make it usable in VR so players can build structures in real time
Enable snap-to-grid placement
Allow spawning of full structures such as:
slum2, slum3, slum4, slum5, slum6, roof3, roof4
Each should be able to include a reset button that respawns it if destroyed, or function without one
Support spawning single props and grouped props from the folder "02 DESTRUCTABLES"
2. Dynamic NavMesh for AI Support
Use Unity’s NavMesh Surface (NavMesh Components) instead of static baked NavMesh
Set it to collect objects from all layers, including buildable structures
Add NavMeshObstacle with carving to smaller props like crates and barricades
For larger structures, include them in the NavMesh Surface
After each placement, call navMeshSurface.BuildNavMesh() to update navigation so Emerald AI bots adapt their paths in real time
3. Weapon Spawning System
Create an in-game UI that allows the player to spawn weapons and ammo from the "01 WEAPONS" folder
Weapons should be categorized as: Ancient, Vintage, Modern, and Cyberpunk
In the "MENU PHYSICS" scene, review the "WEAPONS SPAWN (6)" GameObject – use its logic but convert it into an accessible UI that can be opened anywhere
Use activate/deactivate logic for weapon GameObjects to optimize performance (no duplicate weapon types, only ammo or grenades can be duplicated)
4. Bot Spawning UI
Convert the logic from "BOT SPAWN (1)" in the "MENU PHYSICS" scene into a full UI that can be used in any location
The UI should support:
Selection of up to 100 bot slots
Choice of bot model
Setting behavior (Idle or Combat)
Selecting weapon loadout
Assigning to Team A, B, C, D, Neutral, or Attack All
Setting custom spawn points on the map (similar to how walls are placed using the build system, but bots don’t spawn immediately)
A button to spawn individual bots and another to spawn all bots with custom spawn points
Each bot configuration will have a corresponding pre-made prefab
5. New Emerald AI Bot Prefabs
Review the following prefabs already started in the Emerald AI folder:
Pistol MILITARY
Uzi MILITARY
RIFLE MILITARY
Iron Man Pistol
Iron Man MCX
Create similar prefabs using all models from the following folders:
Modelos Character
CHICAS
StudioNewPunch
genSuit
Big_Boss
Victorian_Man
Agarkova_CG
(Approximately 25 models)
6. Weapon Loadouts for Bots
Each model should be set up with the following weapon options:
Pistol (as used in Pistol MILITARY)
Uzi (as used in Pistol MILITARY)
MCX (as used in RIFLE MILITARY)
Fists (as used in the Melee Combat Demo scene)
Sword (use "sword_2_" prefab with Melee Combat Demo animations)
Sword and Shield (one-hand sword and shield animations from "Sword and Shield Pack")
Metal Baton and Riot Shield (animations same as above, weapons from "Modern" in 01 Weapons)
Flintlock Pistol (from "Pirate_Pistols" folder)
Flintlock Rifle (from "Pirate_Rifle" folder)
Magnum (from "DWm715 FPS Model" folder)
Grenade throwers (as used in "Grenade Demo" scene)
7. Free-Fly Mode for Building
Implement a toggleable free-fly mode for fast building
Two movement styles:
Iron Man-style (hand-propulsion)
Noclip-style (smooth omnidirectional movement)