Inspiration

MissionRift started from a simple question: what if your entire house – every hallway, sloped roof, stair, and weird corner – could become a living mission space? After building FPS Enhanced Reality and Hauntify, I saw how powerful full-house mixed reality could be, but also how limited it felt when enemies only really understood flat floors and simple rooms. MissionRift is my clean reboot: a game built to treat your real home as a complex, reactive battlefield.

What it does

MissionRift turns any environment into a mission-driven battleground. Enemies and spiders can use floors, walls, ceilings, slopes, and even odd shapes to flank you, drop on you, or take cover. Some modes throw lethal red spiders (invincible, avoid at all costs) and vulnerable black spiders (target practice) at you, forcing you to constantly check ceilings and corners. Other modes open portals into an alternate world that perfectly lines up with your real layout, so cave tunnels and structures sit exactly where your walls and obstacles are in real life.

How we built it

MissionRift is built in Unity with C#. Under the hood it uses two layers of spatial intelligence:

  • Custom meshing tool – I heavily modified the (open source Lasertag’s mesher from the developer) that can map sloped roofs for crawling spiders above, hills, multi-level layouts, and irregular spaces. It doesn’t just give collision; it drives realistic physics. I created a new enemy navigation system, and world-building tool. It knows where enemies can stand, where spiders can crawl, where props should spawn, and where bullets, explosions, and ragdolls should collide.

  • Meta Scene Scan – Used for material-aware effects: bullet impacts on drywall vs glass, TVs, windows, and other surfaces. This powers things like proper bullet holes on walls, glass shattering, and more believable hit reactions. Meta Scan is capable of multiroom which is used in this game.

I leveraged and refactored core scripts from FPS Enhanced Reality and Hauntify, then layered on new systems unique to MissionRift. All weapons are new, and I removed most of the loading/unloading complexity to make shooting fast, intuitive, and friendly for casual players. Enemies now interact with the environment as a 3D volume, not just a floor. Meshes are baked per session and wiped when you restart, balancing performance, privacy, and replayability.

Challenges we ran into

The hardest part was making physics-heavy combat work in arbitrary, real-world spaces. You have bullets, particle effects, explosions, ragdolls, spiders on ceilings, and slopes and uneven geometry everywhere. Continuous meshing plus all that chaos pushed hardware too far. Moving to a fast pre-scan workflow, doing aggressive pooling, tuning collision layers, and carefully deciding what the “intelligence” tracks in real time was a major technical challenge. Another challenge is holes that are in the play area where spiders can escape. A restart usually fixes this or rescan if mesh was poorly mapped.

Accomplishments that we're proud of

I’m proud that MissionRift can walk into almost any environment flat apartment, odd L-shaped house, sloped attic, or hilly outdoor space—and still build a believable, physics-driven mission out of it. Enemies don’t feel like they’re faking it on a flat plane; they feel anchored to your real architecture. For a solo developer, getting that custom tool, Meta’s scene scan, and the gameplay systems to all work together smoothly is a big milestone.

What we learned

I learned that treating the environment system as “intelligence” instead of just collision changes everything. Once the game understands materials, slopes, ceilings, and cover, enemies immediately feel intentional and cinematic. I also learned how much players value privacy and speed: scans that erase after use and can be redone quickly make people more comfortable experimenting with their actual homes.

What's next for MissionRift

Next, I plan to add more chapters, enemy types, and portal worlds that take even better advantage of complex geometry. I’ll continue polishing both the custom mesher and Meta-based modes so players can choose between ultra-simple setup and advanced, whole-house mapping. At the same time, I’ll keep evolving FPS Enhanced Reality and Hauntify, using MissionRift as the testbed for the next generation of large-scale, environment-aware mixed reality missions.

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