The prototype uses HDRP and a heavily modified water system.
Dubbed Dive VR Concept, the experience was crafted using Unity's High Definition Render Pipeline (HDRP) and optimized for SteamVR. According to Bushell, the captivating water simulation showcased in the demo was achieved with a heavily modified version of Unity's water system, an adjustable and customizable framework for simulating the behavior of water surfaces. Additionally, Mike took a page from Lethal Company's book and set up the mask as a separate 3D model instead of using a shader.
At the moment, it's uncertain whether Dive VR Concept is being developed as a playable experience or as a personal project to showcase the developer's skills. We strongly encourage you to follow Mike on Twitter to ensure you don't miss any future updates.
Speaking of Unity and VR, recently, the company announced that its flagship real-time 3D engine now fully supports Apple Vision Pro's visionOS, enabling Unity Pro, Enterprise, and Industry subscribers to leverage the engine's authoring workflows, built-in XR tools, and cross-platform compatibility to develop AR/VR experiences for Apple's new headset.
According to the company, Unity's support for visionOS includes templates, samples, and other resources for developers to create immersive mixed-reality games and apps using Unity's PolySpatial technology
For those unfamiliar, the engine comes pre-packaged with XR Interaction Toolkit, a high-level, component-based, interaction system for creating VR and AR experiences, which provides a framework that makes 3D and UI interactions available from Unity input events.
The core of this system is a set of base Interactor and Interactable components and an Interaction Manager that ties these two types of components together. It also contains components that you can use for locomotion and drawing visuals. Attached below are some insightful tutorials that will help you learn more about Unity's XR Interaction Toolkit:
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