- XR + Simulation
- Prototype
VR Car Drift Simulator
Drift Immersive is a VR driving prototype about one thing: making a drift feel good without making you sick. I tuned the vehicle handling, built the cockpit interaction, and debugged the camera and instruments.
- My role
- Vehicle handling, XR interaction, cockpit feedback, technical structure, debugging and UX evaluation
- Built with
- Unity, C#, VR interaction systems, vehicle physics
- Challenge
- Expressive drift handling with stable controls, readable instruments and a comfortable camera
- Result
- Playable drift prototype plus a GDD, UI analysis, code-quality report and annotated deck
What I built
Drift handling
Iterated traction response and drift behaviour until the car felt expressive but controllable.Cockpit interaction
Steering and speed feedback inside the cockpit, built so attention stays on the road.Project structure
Modules organised for maintainability while gameplay kept changing.UX evaluation
Documented control response and friction in cockpit layout, gear feedback and camera comfort.
Making it stable
Most of the work was debugging the cockpit so it felt solid in a headset. Three fixes mattered most:
Steering wheel conflicts
The wheel fought other transforms. I rebuilt its local rotation so it follows input cleanly.Speedometer drift
Live speed is normalised to a 0–1 range and the needle rotation clamped, so the gauge stays stable.Camera jitter in turns
Decoupled the XR camera from the car body to reduce rotational jitter during turns.
Debugging and instrument slides
In the cockpit
Documents
Design rationale, analysis and code structure for the prototype.