Slime Valley is an immersive VR sandbox experience set in a fantasy cafรฉ. The project focuses on physics interactions and spatial audio to create a relaxing retreat from reality where users can play with adorable slimes.
Download the .apk file (GitHub Releases) and follow the instructions to install on your VR device.
- Dynamic Slime Interaction: Pick up slimes using ray or direct interaction. You can feed them hotdogs (eating sounds) or bananas (toggle slimes gravity).
- Two-Handed Transformation: Physically grab a slime with both hands to stretch it larger or pinch it smaller. The slime's audio pitch changes dynamically based on its size.
- Gadgets & Tools:
- Slime Blaster: Load multiple foods or slimes into a gun and launch them.
- Dispensers: Spawn specific food or random slimes (with a rare chance for a King Slime).
- Slime Bat: Hit a slime to split it into two smaller half-sized slimes.
- Locomotion: Toggle between teleportation and continuous movement based on comfort preference.
- Models & Environment: Kawaii Slimes, CoffeeShop Starter Pack, Menu Chalk Board, TV Arm Mount, Picture Frames, Dining Set, Simple Sky.
- Materials & VFX: Stylized Wood Textures, Sherbb's Particle Collection.
- Music: On My Way & Morning Routine (Ghostrifter Official), When I Was A Boy (Tokyo Music Walker).
Prerequisites:
- Unity 2021.3.10f1 (or compatible LTS version)
- XR Interaction Toolkit package (should be included via Package Manager)
- VR headset connected (Tested on Quest 2/3) for testing
Steps:
- Open Project: Launch Unity Hub and open the
SlimeValleyproject folder. - Open Scene: Navigate to
Assets/Scenes/cafeScene.unityand open it. - XR Setup: Ensure your VR headset is connected and recognized by Unity.
- Play Mode: Press the Play button in the Unity Editor to enter Play Mode.
- The scene will render in your connected VR headset if properly configured.
- Use the Game view in the Editor for debugging (though VR interactions require the headset).
Note: For full VR testing, build and deploy to your Quest device (see Install section below).
This project was developed by Group A (Hou In Pun, Poom Hirunwiwatkul, Yu-Tong Wang, Zehan Cui) as coursework for COMSM0127: Immersive Interaction and Audio Design at the University of Bristol.
