Internal VORIVOX development. Candidate package: remaining gates are listed under compatibility.
Example: 3D rail shooter
The camera follows a scripted route while target hits are converted to camera raycasts. This produces a polished 3D game without the cost of a full FPS.
Main components
- Cinemachine Dolly Track or Timeline;
- gameplay camera;
- shootable-object layer;
- character Animator controllers;
- mission sequence controller;
- VORIVOX SDK.
Raycast from a hit
private void OnHit(VorivoxHit hit)
{
Ray ray = gameplayCamera.ViewportPointToRay(
new Vector3(hit.NormalizedX, hit.NormalizedY, 0f));
if (!Physics.Raycast(ray, out RaycastHit rayHit, 250f, targetMask))
{
RegisterMiss();
return;
}
if (rayHit.collider.TryGetComponent(out ShootableTarget target))
{
int points = target.ApplyShot(rayHit.point);
AddScore(points);
SpawnImpact(rayHit);
}
}
Mission flow
Briefing → Warehouse yard → Corridor → Hostage room → Result
20 sec 35 sec 25 sec
Optimization
Measure the scene in Unity Profiler on the VORIVOX reference computer before optimizing it. Static geometry and fixed light sources can use precomputed lightmaps through Baked Global Illumination, reducing CPU and GPU work during gameplay.
- use
LOD Groupfor distant objects; - limit transparent particles and full-screen effects;
- preload the next route segment without interrupting gameplay;
- reuse impact effects through object pooling instead of repeatedly creating and destroying
GameObjectinstances; - measure frame rate, CPU/GPU frame time and memory in the release Linux build;
- do not download game assets or executable code from the internet during a session.
Teaching samples are scripts requiring a Unity scene and assigned references. Production needs pause/countdown guards, connection-loss handling, shot_id deduplication and listener disposal. Older samples may require adaptation; complete gameplay is not claimed.
Playground demonstrates the shared contract in a browser. It is not a Unity Player or a C# package test.