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Bike Builder — Spatial Computing

This project extends my earlier dirt-bike prototype into a full mixed reality Bike Builder for using the Meta Quest 3 headset. It explores spatial anchoring, hand-tracked interactions, and real-time customization. The underlying bike model originated from a third-party client asset; the MR workflows, UX, and optimization are my own R&D.

Project Type

Prototype / R&D (Mixed Reality)

Role

Interaction Designer · 3D Developer

Stack

Unity (URP), OpenXR / Quest 3, WebGL

Date

2024

Mixed Reality Hand Tracking Unity WebGL

Challenge

Bring bike customization into mixed reality on Quest 3 with natural hand input, while maintaining performance and legibility in dynamic lighting and real spaces.

Key goals: spatial anchoring, part selection and swaps, color/material updates in real time, and delightful product-style interactions (rotate bars, turn wheels) without controllers.

Solution

Built with Unit and targeting Quest 3. Implemented hand-tracked direct manipulation for part selection and transform constraints, spatial anchors to keep the bike stable in the room; and pass-through aware UI for readable callouts.

Optimized meshes and materials from a third-party model (cleanup, UVs, LODs). Batched materials and tuned lighting for mobile GPU budgets. Added a WebGL export and lightweight embeds for portfolio playback and sharing.

Conclusion

The Bike Builder MR prototype delivers an immersive, controller-free customization flow on Quest 3. It demonstrates a practical path from concept to spatial computing, combining performance-minded asset prep with intuitive hand input and real-time visuals.