Fishing

The largest and last VR project I developed at H'ability

Fishing is a VR experience designed to help patients exercise their upper body. The patient has to bait their hook, cast the rod towards the fish, tire the fish out, reel it in, and place it either in a bucket or a trash bin, depending on what they caught.

Fishing Game Image

With this many interactions, the development phase was long, and I had to take into account for many potential issues: the player performing actions in the wrong order, the hook getting stuck, and more. I also focused heavily on the game's visual and physical aspects. Since Fishing was a highly requested game, I put special effort into making it feel as responsive and realistic as possible.

Fishing Line System

First, I created rendering systems for the fishing line to make it visually realistic and pleasing. This involved either using advanced maths or Unity's physics engine. I particularly relied on the joint system to create coherent interactions between the scene's elements. The reel spins, the hook casts, and the line stretches – the result is quite satisfying.

Fishing Reel System

I also added Easter eggs to the game to make the experience more surprising and rewarding for the patient. Additionally, I created a new water shader to help indicate where the fish to be caught are located.

Water Shader System

I utilized the emission system to highlight interactable elements for the player. Once again, I faced optimization challenges due to the large environment, water shader (the same one used in Tilted ice Floe), and heavy use of physics in a VR environment.

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