Oculus Quest Exhibit Simulation
Budget: $250 – $750 USD
I need a complete virtual-reality experience built for Oculus Quest 1 that I can use in an exhibiting context. The simulation should let users move seamlessly through three distinct, fully-interactive environments:
• Space & Starlink operations
• A modern school and adjacent corporate office floor
• An active open-cut mining site
I’m looking for realistic scale, intuitive locomotion, and lightweight optimisation so the experience runs smoothly on the Quest 1’s hardware limits. Spatial audio, simple hand-tracking interactions (grabbing panels, pressing buttons, opening doors, etc.) and a clear scene-to-scene menu will help visitors explore each setting without guidance.
Deliverables
1. APK ready for direct sideload to Quest 1
2. Project source (Unity preferred; Unreal acceptable) with clear scene folders and commented scripts
3. All custom 3D assets, textures, and sound files created for the build
4. Quick-start document covering installation, controls, and a troubleshooting checklist
Acceptance criteria
• Stable 72 fps in each scene on Quest 1
• No single scene exceeds the headset’s 2 GB memory limit
• Interaction prompts recognised reliably by default Quest controllers
• Passing build installable without additional licenses or paid plug-ins
If you have previous Quest optimisation experience and can demonstrate similar multi-scene work, I’d like to hear how you would approach the project timeline and any asset or reference needs you might have.
• Space & Starlink operations
• A modern school and adjacent corporate office floor
• An active open-cut mining site
I’m looking for realistic scale, intuitive locomotion, and lightweight optimisation so the experience runs smoothly on the Quest 1’s hardware limits. Spatial audio, simple hand-tracking interactions (grabbing panels, pressing buttons, opening doors, etc.) and a clear scene-to-scene menu will help visitors explore each setting without guidance.
Deliverables
1. APK ready for direct sideload to Quest 1
2. Project source (Unity preferred; Unreal acceptable) with clear scene folders and commented scripts
3. All custom 3D assets, textures, and sound files created for the build
4. Quick-start document covering installation, controls, and a troubleshooting checklist
Acceptance criteria
• Stable 72 fps in each scene on Quest 1
• No single scene exceeds the headset’s 2 GB memory limit
• Interaction prompts recognised reliably by default Quest controllers
• Passing build installable without additional licenses or paid plug-ins
If you have previous Quest optimisation experience and can demonstrate similar multi-scene work, I’d like to hear how you would approach the project timeline and any asset or reference needs you might have.
Related categories:
Mobile App Development
iPhone
C# Programming
3D Modelling
Unity 3D
Unreal Engine
Virtual Reality