NEXELYTH is a prototype VR world system exploring world travel, persistent player state, and immersive player experiences across multiple Unity scenes.
- Portal-based teleportation between multiple world scenes
- Memo teleportation with three independent slots
- Persistent XR Origin across additive scene loading
- Unified player location service as the single source of truth
- XR player awakening sequence with head-locked eyelid effects, gradual vision recovery, and delayed interaction visibility
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World Travel Service (
IWorldTravelService)
Decouples gameplay features from Unity scene management. -
Player Location Service (
NexelythPlayerLocationService)
Maintains consistent player state across scenes. -
Scene Management
Additive loading with persistent XR Origin, ensuring smooth transitions. -
Memo System
Runtime storage of world positions, enabling return teleportation. -
Reusable World Locations
ScriptableObject-based fixed positions for portals and landmarks. -
Player Awakening Sequence
Coordinates an XR-compatible eyelid shader, vision recovery, and interaction visibility to create a staged first-person transition into the VR world.
- Transition from Domain Prototype to Persistence / DB Schema stage
- Integrate a C# / ASP.NET Core REST API backend for world state synchronization
- Expand Memo system with persistence (database-backed slots)
- Implement transaction-safe player state updates (e.g., using EF Core transactions)
- Continue developing immersive VR player-state transitions and interactions
This repository is provided for interview and technical showcase only.
Commercial use is strictly prohibited.
Copyright (c) 2026 Nexelyth. All rights reserved.
Unauthorized commercial use is prohibited.