A Unity VR experiment using NASA assets to prototype zero-gravity climbing mechanics with two different VR frameworks.

A short experimental VR project built in Unity to test climbing mechanics in a zero-gravity environment.
The prototype used authentic NASA 3D assets to create a space station environment, then explored different VR frameworks for implementing traversal.
The goal was simple: test how climbing in VR feels when gravity isn’t part of the equation.
To do this, I implemented the system twice, once with Meta SDK + Unity’s XR Interaction Toolkit, and again using UltimateXR, a preconfigured VR framework designed for rapid iteration.
This project wasn’t about creating a polished product, it was about experimentation.
In just a week, I was able to test how different frameworks affect workflow, how climbing feels in VR, and where Unity’s toolkits excel or fall short for rapid prototyping.
The VR Space Station Climber shows how fast experimentation in Unity VR can uncover insights about mechanics, frameworks, and player experience, even in a week-long prototype.
Prototype climbing mechanics designed to simulate zero-gravity traversal in VR.
Built using real NASA-provided 3D assets for an authentic space environment.
Tested with both Meta SDK + Unity XR Toolkit and UltimateXR to compare workflows.
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