A behind-the-scenes look at how I built a VR wave-based shooter for the PC + VR using Unity, and what I learned along the way.


🧠 Concept: Mixing Intensity with Immersion

For our university’s Project exhibition, I wanted to create something that wouldn't just be played—but experienced.

That's how Pew Pew Waves was born.

It’s a VR wave-based shooter developed in Unity, designed specifically for the Meta Quest 3, with a focus on fast-paced action, stylized low-poly visuals, and intense enemy combat. Think of it as a survival test—wave after wave of enemies with only your reflexes and precision to keep you alive.

The game features:

  • Three uniquely designed maps + Practice Area map
  • Advanced enemy AI
  • Procedural wave progression
  • VR Version (under Work ...)
  • A non-VR PC version for fallback or demo booths

🛠️ Technical Challenges & Learnings

Building for VR brought its own set of challenges that were both frustrating and incredibly rewarding.

🧭 NavMeshAgent Glitches :

One of the biggest headaches was handling NavMeshAgent errors. Enemies would often spawn without navigation data or ignore terrain boundaries altogether. I had to implement custom fallback logic for off-mesh behaviors and dynamically rebake certain areas to accommodate runtime level design changes.

🎯 VR Interaction Optimization :

Getting Meta Quest 3's controller inputs to sync with Unity’s new Input System wasn’t a plug-and-play situation. It took serious debugging, input remapping, and tweaking interaction profiles to make gunplay feel natural.

🔁 Procedural Waves :

Rather than spawning static enemies per level, I built a modular wave system that scales difficulty dynamically. This system also supports future updates like boss fights or special enemy types.


🧪 Playtesting & Player Engagement :

During early test sessions, I noticed how much player movement and head tracking influenced gameplay in VR. Small tweaks to enemy spawn locations and timing made a huge difference in how “fair” or “overwhelming” the game felt.

Based on feedback:

  • I balanced enemy speed
  • Added visual cues before each wave starts
  • Introduced minor health drops to keep longer sessions sustainable

Players responded really well. Most were instantly immersed. Some even ducked and rolled in real life to avoid enemy fire — a sure sign the immersion worked!


📸 Screenshots

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🔗 Try the Game

You can download the PC version of Pew Pew Waves on Itch.io .


💡 Takeaways

This project taught me how to:

  • Develop for standalone VR hardware (available soon)
  • Tackle real-world AI and physics issues
  • Use player feedback to drive design choices

Most importantly, it helped me bring a playable, immersive shooter experience to life in just a few weeks — and watching others enjoy it made every late night worth it.


Follow me for more dev logs, experiments, and Unity deep-dives!

And if you played Pew Pew Waves, I’d love to hear what you think.