Inspiration...
We posed the question: what could be a game that uniquely takes advantage of eye-tracking as a core input mechanism?
What if the eye calibration exercise that everyone has to do when they setup their Vision Pro was a full-fledged video game?
We noticed that when friends setup their Vision Pros or did guest mode, people actually really got a kick out of completing the eye setup fast. We took this concept and ran with it...
What it does...
A delightful fast-paced game where you have to quickly target dots as they move around your surroundings with your eyes and tap to clear them before the time runs out.
As you proceed through different levels, entirely new mechanics are introduced that keep you on your toes, adding new elements of fun, "boss character" dots to defeat, and constant surprises along the way...
How we built it...
We built it in Swift + RealityKit, targeting the Vision Pro with the native system frameworks...
We built a custom head-tracked menu system, 3D dot rendering logic in a style that painstakingly reproduces the aesthetic of the original eye calibration exercise on visionOS, with custom spatial sound effects and all!
We did a ton of trigonometry (shoutout to high school math class), to craft delightful motion patterns and design custom levels with code, implementing spherical orbits, hexagonal patterning, brownian motion, and more in native Swift...
Challenges we ran into...
We hit up against some goofy rendering bugs and limitations with visionOS's linear algebra/geometry stack, some issues with RealityKit entity cleanup and scene rendering performance, and obstacles around reproducing the full aesthetic of the original eye setup without having direct, true system level access to eye-tracking...
Accomplishments that we're proud of...
We are really proud of the fun level designs we managed to come up with in a short ~1-day timespan. The game went through tons of iterations to get it to a truly fun playable state, and we really jammed together as a team to build something completely from scratch in the confines of the hackathon, all of us collaborating together for the very first time!
What we learned...
We learned a ton about RealityKit, 3D rendering primitives, game design, UX limitations of building a mixed reality spatial app, balancing level-of-comfort around too many things appearing on the screen at once or too much motion happening...
What's next for dot.dot.dot...
We are implementing a global leaderboard so people can compete with their friends for the highest score via Game Center + Game Kit, plan to explore cross-platform support on other headsets that support eye-tracking (eg the Quest Pro), and planning out the next 100 levels (literally) of the game, with a ton of additional fun game mechanics planned around different sorts of menacing dots to keep the game interesting as you progress...
Built With
- arkit
- realitykit
- swift
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