How do you show off a building people can't visit yet? Pixeldust built an immersive Meta Quest 2 VR tour of the Leidos Software Factory in Morgantown, West Virginia, so visitors can walk the campus from any trade show floor.
Leidos had a brand-new, state-of-the-art Software Factory campus in Morgantown, West Virginia, and needed a way to bring it to people who couldn’t be there in person.
Pixeldust developed an interactive 360° virtual reality tour for the Meta Quest 2 that walks users through the facility and introduces the organization’s mission, culture and core values. Leidos shows the experience at trade shows and other venues, alongside a screencast of the same tour on giant TV monitors so the whole booth can follow along.
The experience familiarizes users with the organization’s mission, culture and core values, guided by narration and animated video screens placed throughout the virtual space. Videos and screens of different sizes showcase more company media and information along the way.
3D projections of the site map are anchored in the space to show the facility’s development areas and amenities. Users can walk around these interactive 3D maps and use their hotspots to navigate.
Users advance, enter and exit spaces by pointing the controller at a door and pulling the trigger. Overlaid guidance animations and audio instructions lead them further into the tour, and interactive marquee 3D maps break down the site plan and highlight areas of interest.
The Software Factory contains many workspaces, and the experience focuses on the most essential: dual conference rooms, software development pods, the break room and the outdoor recreation area. An interactive lobby connects them all.
The team placed still, natural-looking 3D young professional developers throughout, so the space feels populated and alive without overwhelming the senses.
Beyond the desks, the tour shows the places that make a campus somewhere people want to work: a break room and game room inside, and a shaded patio and recreation area outside.
The experience was built with Unity’s Universal Render Pipeline, the Oculus SDK for Unity and the C# programming language. URP was key to achieving high-quality architectural interior lighting with physically based, real-world shaders and materials at a low rendering cost, so everything runs smoothly on a standalone Meta VR headset.
Unity’s profiling and optimization tools let the team keep tuning the experience to hold a high frame rate while users move through the space.