Demo
Game

City Champ AR Meshing Demo

Scan your environment in real-time to play City Champ anywhere IRL.

Description

This AR demo showcases how to create game maps anywhere at runtime for the Magic Leap 2. It is based on City Champ, a multiplayer VR MOBA-like game.

Gameplay

In a mirror world 🌏, ghoulish creatures are popping up all over and wreaking havoc💥. It’s up to you to protect the city and reform our world✌️! Blast ghouls, defend the city core, and collect reforms to win🏆.

In City Champ, you choose where to play. First, initialize your play area by creating a new localization map using Magic Leap's built-in Spaces app. Then, launch the City Champ app. In Builder Mode, scan a mesh with enough space to walk around, bake its Nav Mesh, and place spatial anchors for the city core and spawns. You can create new game maps anywhere in the world in real-time!

Challenge yourself and others. Place new spawn points for pickups, enemies, and the city core to make every time you play a new experience.

Launch a single player session to play your own maps on your own time. It's you vs. the ghouls.

Demo

Watch on YouTube Shorts.

Controls

Trigger button: press UI buttons and fire blasts💥.

Bumper button: place spatial anchors and grab interactable objects.

Menu button: delete spatial anchors and switch between blast types.

Trackpad: press and hold to fire a beam⚡.

Left hand: defend with a shield🛡️.

Credits
  • Several XR assets (e.g., camera rig, hands, interactables) utilize the OpenXR sample Unity projects.
  • Enemy models were drafted by our team and designed in collaboration with Ukraine-based RetroStyle Games. Rigging and animations were done in collaboration with RetroStyle, Asim Mir, and Kamran Khan.
  • Menu button/panel sprites were designed by Vien Nguyen.
  • Capsule art was done in collaboration with Alex Buslovskyi.
  • Ability icons were drafted by our team and designed in collaboration with Sketch Studio.
  • Some VFX, SFX, skyboxes, and developer tools were purchased from the Unity Asset Store.
  • Materials for grass (by Lennart Demes), bark (by Charlotte Baglioni), and leaves (by Katsukagi) used in the city core model are CC0 and sourced from 3dassets.one.
  • Button icons are CC0 from the FontAwesome open-source library.

Supported Devices

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Date
Location
Anywhere
Price
Free!
Tech
AR
Gameplay

Description

This AR demo showcases how to create game maps anywhere at runtime for the Magic Leap 2. It is based on City Champ, a multiplayer VR MOBA-like game.

Gameplay

In a mirror world 🌏, ghoulish creatures are popping up all over and wreaking havoc💥. It’s up to you to protect the city and reform our world✌️! Blast ghouls, defend the city core, and collect reforms to win🏆.

In City Champ, you choose where to play. First, initialize your play area by creating a new localization map using Magic Leap's built-in Spaces app. Then, launch the City Champ app. In Builder Mode, scan a mesh with enough space to walk around, bake its Nav Mesh, and place spatial anchors for the city core and spawns. You can create new game maps anywhere in the world in real-time!

Challenge yourself and others. Place new spawn points for pickups, enemies, and the city core to make every time you play a new experience.

Launch a single player session to play your own maps on your own time. It's you vs. the ghouls.

Demo

Watch on YouTube Shorts.

Controls

Trigger button: press UI buttons and fire blasts💥.

Bumper button: place spatial anchors and grab interactable objects.

Menu button: delete spatial anchors and switch between blast types.

Trackpad: press and hold to fire a beam⚡.

Left hand: defend with a shield🛡️.

Credits
  • Several XR assets (e.g., camera rig, hands, interactables) utilize the OpenXR sample Unity projects.
  • Enemy models were drafted by our team and designed in collaboration with Ukraine-based RetroStyle Games. Rigging and animations were done in collaboration with RetroStyle, Asim Mir, and Kamran Khan.
  • Menu button/panel sprites were designed by Vien Nguyen.
  • Capsule art was done in collaboration with Alex Buslovskyi.
  • Ability icons were drafted by our team and designed in collaboration with Sketch Studio.
  • Some VFX, SFX, skyboxes, and developer tools were purchased from the Unity Asset Store.
  • Materials for grass (by Lennart Demes), bark (by Charlotte Baglioni), and leaves (by Katsukagi) used in the city core model are CC0 and sourced from 3dassets.one.
  • Button icons are CC0 from the FontAwesome open-source library.

Supported Devices