Standalone Co-Op VR Shooter App
Budget: £750 – £1,500 GBP
I already have a fully-playable multiplayer shooter inside Horizon Worlds and now I’m taking the next step: recreating the entire experience in Unity as a stand-alone VR application focused on Meta Quest headsets. All environment models, textures, audio, and UI assets are finished; what I’m missing is the engineering muscle to bring them to life outside the Horizon ecosystem.
Scope of work
• Convert the existing Horizon Worlds logic to clean, well-documented C# inside Unity (latest LTS).
• Implement co-op mission networking for 1–16 players using a proven transport layer (Photon Fusion, Unity Netcode, or a comparable solution you are comfortable with).
• Build an arcade-style weapon system: multiple gun classes, interchangeable effects, simple hit-scan or lightweight projectile logic, and synced VFX/SFX across clients.
• Create the usual multiplayer flow—lobby, ready-up, host migration, and session persistence.
• Optimize for Meta Quest performance targets (72–90 fps, foveated rendering, efficient draw calls). Rift, Vive, and PS VR compatibility can follow, so keep your architecture extensible.
• Deliver Quest-ready build, source project, and a short technical hand-off video.
Acceptance criteria
1. Two Quest devices join the same room and complete a co-op mission with full sync of player movement, shooting, damage, and mission events.
2. Average frame time on Quest remains within platform guidelines.
3. Codebase is organised, commented, and compiles without warnings in a clean pull.
If you love squeezing every millisecond out of Unity VR code and enjoy building tight, fast-paced co-op gameplay, we’d be a great match. Let’s talk details and get players blasting together outside of Horizon.
Scope of work
• Convert the existing Horizon Worlds logic to clean, well-documented C# inside Unity (latest LTS).
• Implement co-op mission networking for 1–16 players using a proven transport layer (Photon Fusion, Unity Netcode, or a comparable solution you are comfortable with).
• Build an arcade-style weapon system: multiple gun classes, interchangeable effects, simple hit-scan or lightweight projectile logic, and synced VFX/SFX across clients.
• Create the usual multiplayer flow—lobby, ready-up, host migration, and session persistence.
• Optimize for Meta Quest performance targets (72–90 fps, foveated rendering, efficient draw calls). Rift, Vive, and PS VR compatibility can follow, so keep your architecture extensible.
• Deliver Quest-ready build, source project, and a short technical hand-off video.
Acceptance criteria
1. Two Quest devices join the same room and complete a co-op mission with full sync of player movement, shooting, damage, and mission events.
2. Average frame time on Quest remains within platform guidelines.
3. Codebase is organised, commented, and compiles without warnings in a clean pull.
If you love squeezing every millisecond out of Unity VR code and enjoy building tight, fast-paced co-op gameplay, we’d be a great match. Let’s talk details and get players blasting together outside of Horizon.