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Architecture
Blockiverse VR is a Unity 6 C# project targeting Meta Quest 3 and Meta Quest 3S. The architecture favors testable pure-C# gameplay systems where practical, with Unity/XR integration at the runtime boundary.
| Concern | Project choice |
|---|---|
| Engine | Unity 6 |
| Language | C# |
| Rendering | Universal Render Pipeline |
| XR runtime | OpenXR, Unity OpenXR: Meta, Meta XR SDK |
| Input | Unity Input System and Quest Touch controllers |
| Interaction | XR Interaction Toolkit where it fits |
| Multiplayer | Netcode for GameObjects + Unity Transport |
| Player representation | Meta Horizon avatars with original fallback proxies |
| Release path | Meta release channels / Meta Horizon Store, with signed APK fallback through GitHub Releases |
Assets/
Blockiverse/
Art/ Original textures, sprites, branding, audio-facing visual assets
Scenes/ Unity scenes
Scripts/ Runtime and editor C# systems
Settings/ Project and runtime settings
Tests/ EditMode and PlayMode coverage
docs/
adr/ Accepted architecture decisions
architecture/ Branching and release docs
roadmap/ Canonical execution plan
rulesets/ Canonical game and implementation rulesets
testing/ Repo-local test anchors and performance templates
scripts/
art/ Deterministic art generation and validation helpers
audio/ Deterministic audio cue generation and tests
ci/ Repository safety checks
store/ Store doc validation
unity/ Local Unity test and build commands
website/
Static GitHub Pages website for blockiversevr.com
- Pure gameplay models and registries should remain testable without VR hardware.
- World data, save/load, crafting, inventory, networking DTOs, resource harvests, and command validation should avoid scene-only assumptions where practical.
- Unity, XR, input, rendering, haptics, audio, and Meta integrations sit at runtime boundaries.
- Multiplayer follows host-authoritative commands for block edits, inventory changes, crafting, resource harvests, damage, weather-affecting world events, and structure edits.
- Backward compatibility belongs in migrations, not permanent preservation of temporary validation vocabularies.
Accepted ADRs live in docs/adr/:
- 0001 - Engine and platform stack.
- 0002 - Runtime diagnostics logging.
- 0003 - Performance instrumentation and interaction feedback.
The repository uses trunk-based development. main is protected and releasable. Feature work uses short-lived feature/*, fix/*, chore/*, spike/*, and hotfix/* branches. Releases are cut from main with v* tags. Validated engineering checkpoints use annotated kg/... tags and are not release tags.
Blockiverse VR - original VR voxel sandbox for Meta Quest 3 / 3S - Unity 6 - © 2026 Eric Slutz - source-available / All Rights Reserved. The repository, docs/roadmap, and docs/rulesets remain the canonical source of truth.