Unity Pico Game Quest Port
Budget: $20,000 – $50,000 CAD
I have a narrative-driven VR title already running smoothly on Pico hardware with all its VR systems fully in place. What I now need is a clean, reliable port to Meta Quest 3.
The Unity project is production-ready on Pico: scenes, interactions, shaders, and audio are final; the build averages 90 fps on that device. Your job is to swap out the Pico integration for Meta Quest tooling, retarget the controller inputs, and make sure everything feels native on Quest 3—menus, haptics, Guardian prompts, performance and texture compression included. The core gameplay should remain unchanged; the result must look and play as if it were originally built for Quest.
Deliverables
• Updated Unity project set up with Meta Quest SDK and OpenXR
• Controller mappings, comfort settings, and XR rig verified on Quest 3 hardware
• Optimised build
• Short test plan + pass/fail report demonstrating that every narrative interaction works as before
Acceptance criteria: the APK installs and runs on a retail Quest 3 without ADB, matches the Pico build feature-for-feature, and clears all items in the test report. If you spot opportunities for extra polish—better textures, hand-presence tweaks—flag them, but the essential scope is the straight port described above. We noticed that a good chunk of the work can be done with AI automation (for replacing the pico api calls, control bindings, project setting, and editing the prefab pico references).
The Unity project is production-ready on Pico: scenes, interactions, shaders, and audio are final; the build averages 90 fps on that device. Your job is to swap out the Pico integration for Meta Quest tooling, retarget the controller inputs, and make sure everything feels native on Quest 3—menus, haptics, Guardian prompts, performance and texture compression included. The core gameplay should remain unchanged; the result must look and play as if it were originally built for Quest.
Deliverables
• Updated Unity project set up with Meta Quest SDK and OpenXR
• Controller mappings, comfort settings, and XR rig verified on Quest 3 hardware
• Optimised build
• Short test plan + pass/fail report demonstrating that every narrative interaction works as before
Acceptance criteria: the APK installs and runs on a retail Quest 3 without ADB, matches the Pico build feature-for-feature, and clears all items in the test report. If you spot opportunities for extra polish—better textures, hand-presence tweaks—flag them, but the essential scope is the straight port described above. We noticed that a good chunk of the work can be done with AI automation (for replacing the pico api calls, control bindings, project setting, and editing the prefab pico references).
Related categories:
Unity 3D
Game Development
Game Testing
Unity
Virtual Reality
Interaction Design
AI Development