VR Beach Volleyball
Code
(GitHub)
Builds
(itch.io)
Trailer
(YouTube)
A solo project towards my Master’s Disertation over the course of three months, to gain an insight into the effects of virtual crowds on players’ concentration, and by extension, the crowd’s plausibility.
The unavailability of a viable, commercially available game prompted the development of a purpose-built game in Unity, which 14 participants tried successfully.
Product Description
A VR Beach Volleyball court allowing players to serve or react to incoming rallies as they would physically.
Submitted/”Published”
August 2026
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The study’s primary purpose was to support research into use of VR in sports training, by looking into how users are affected by the crowd, both positively and negatively.
The chosen metric was ‘Plausibility’, as a reflection of the authenticity of the crowd, and its conforming to the expectations users have towards them and their behaviour.
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Development of hitting mechanics with aim estimation and hit strength calculation based on controller velocity and direction on impact, because Unity’s physics system does not take input from controllers.
Implementation of game rules and point detection
Dynamically adjustable crowd density and audio deriving from a Unity Asset Store plugin.
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With the many limitations of the study in mind, there was no clear outright preference for any given level of density across participants, but most judged the crowd to be very plausible (approx. 7.7/10 on average), with individual participants reacting to the crowd physically and verbally, both positively and negatively.
Screenshots and features
| A visually appealing environment for players
| Breakdown of aim estimation for the setting mechanic
| Breakdown of aim estimation for the digging mechanic
Beach VB Court setup in an island setting |
Software & Skills involved:
Unity 6000.4.8f1
VR Development
Git Version Ctrl
C# Scripting