Inspiration
We wanted to capture the “magic of VR” in the simplest possible way: no controllers, no complex UI—just natural hand tracking and playful physics. Paper planes seemed like the perfect beginner-friendly interaction: intuitive, tactile, and instantly fun.
What it does
Medita VR is a hand-tracking-exclusive arcade VR game where you throw paper planes to hit targets. Using Meta’s OVR hand tracking, you can steer the plane with a right-hand fist and boost it with a left-hand fist, creating a simple, gesture-driven control scheme.
For this competition we’re submitting Medita VR as an UPDATED project, with major new practice features where players can spawn planes on demand, train throws, and practice steering/boosting without hazards or pressure. We also expanded the calm “Medita” side with extra interactions like tapping scrolls to learn about the location and petting the cat for responsive feedback.
How we built it
We built Medita VR in Unity 6 using Meta’s OVR SDK & hand tracking. The initial idea was to build a meditation game but soon creativity and gameplay mechanics turned it into an arcade style game with a calm vibe.
The update work focused on expanding the gameplay and improving onboarding and accessibility:
- Practice functionality through on demand Plane and Target spawning.
- Practice targets and reset-friendly gameplay loops.
- Separation of Gesture detection for steering/boosting planes and interactive interaction with environments by making fists.
- Lightweight environmental interactions (scroll taps, cat patting) to add life and immersion
Challenges we ran into
- Making hand gestures feel reliable and consistent for players
- Making the Plane throw feel precise and satisfactory
- Keeping the plane control responsive without becoming too difficult or too easy
- Designing Practice features in our Medita Mode, so that the player can develop skills naturally, without feeling like a tutorial wall
- Balancing calm atmosphere with arcade fun (targets, feedback, pacing)
Accomplishments that we're proud of
- Realization of our design philosophy and goal to prevent Players from getting disoriented and nauseous.
- A hand-tracking-only control scheme that stays simple but still feels engaging.
- Practice Mode that improves onboarding and makes the game more beginner-friendly.
- Small interactive details that add life and presence to the environment.
- A clean loop that encourages mastery: throw → steer → boost → hit.
What we learned
- As VR is still a new medium for many people, mechanics have to feel intuitive and straightforward.
- Since there is no screen space UI presentation in VR, it has to be ensured that the player is able to orient himself in the space he is in at all times (Interactable Elements at the right distance in front and not out of reach for the player for example).
- Practice spaces reduce friction and help players enjoy mastery faster.
- Hand-tracking experiences benefit from clear feedback and increase immersion.
What's next for Medita VR
- Continue refining gesture thresholds and feedback for maximum comfort and reliability.
- Polish for release, performance testing, and store readiness on Quest 3/3S/Pro.

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