Project

Merge Point

One player in a headset, the rest on phones, and a portal between them that only works if they talk.

Cross-Platform VR + AR Co-op · Team Project · 2025 XR & SpatialGames
Team
Tom Tang, Nandita Venkat, Nadia Youssef, Jingren Ma and me · the document’s cover lists the other four
My part
The multiplayer system meant to connect the Quest headset and a phone in one synced space
Platform
Meta Quest 3 (VR) and Android phones (AR)
Interaction
Asymmetric roles across devices: the VR player moves a portal window and feeds and repairs; phone players draw food and pass parts through it
Status
Design document, April 2025 · the team did not finish a running cross-platform prototype
Built with
Unity 2022.3, OpenXR, Meta XR SDK, Google ARCore

Overview

An intergalactic zoo train has crashed on an alien planet and the animals are loose. One player is on the planet in VR, on a Quest 3. The others are on phones in the real room, looking into that world through a passthrough portal window that the VR player carries and positions. The VR player has to keep the animals fed, keep the carnivores away from the herbivores, and repair the train; the phone players have the materials to do it with.

The interaction design is a split of abilities across devices. The VR player teleports by raycast, grabs with the controller, sees a hunger bar over each animal and a red highlight on damaged train parts, and fits a part where a green highlight shows it belongs. A phone player taps to pick up the train parts floating around their room, swipes them through the portal, and makes food by opening a whiteboard, choosing the hungry animal, and tracing a dotted sketch of what it eats — a steak for the lion — before tapping Create to turn it into a 3D object. Nothing tells either side what the other needs except talking: the scene table’s entry for that step reads “speaking out loud. use your mouth and ears”. The train fixed is a win; hunger run out and more than one animal eaten is a loss.

I worked on the multiplayer system meant to put the headset and the phone in one synced space — the part every other mechanic depends on, since the portal is only a window if both devices agree where things are. By the team’s own account in the design document, a running cross-platform prototype was not finished in time for proof-of-concept testing, so what is here is the design: the scene-by-scene interaction table, the colour explorations and the phone and TV interface screens.

Evidence

The phone and TV interface: palette, title screen, the train-crash alert, “What can you do?”, the camera view, the food-drawing notepad with animal choices and Generate, and win and lose screens. Hover to enlarge · click for full size
The phone and TV interface: palette, title screen, the train-crash alert, “What can you do?”, the camera view, the food-drawing notepad with animal choices and Generate, and win and lose screens. Merge Point Design Document (04/25/2025), p. 9 · “AR Player UI”
The technology package and the start of the scene-by-scene table, which sets VR, AR, interaction, assets, audio and code side by side for each step. Hover to enlarge · click for full size
The technology package and the start of the scene-by-scene table, which sets VR, AR, interaction, assets, audio and code side by side for each step. Merge Point Design Document (04/25/2025), p. 2

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