Inspiration
Volleyball already has a natural interface: your hands. I wanted to bring the feeling of meeting a ball, keeping a rally alive and finding an opening across the net into VR without making controllers the price of admission. The goal is a sports game people can enter, learn and return to using the same hands they play with.
Golden Hour expands that idea into a complete volleyball destination: a quick solo match, practice to improve a particular skill, or a shared court with other players. Warm environments, expressive characters and player choice give the sport a welcoming identity.
What it does
Volleyball VR is a hands-first volleyball game with end-to-end hand-tracked play. Players can navigate the experience, configure their session, move, serve and play rallies without pairing controllers. Controller input remains an alternative.
The game combines offline AI matches and online play with team sizes from 1v1 through 4v4 and four difficulty levels. Seven guided drills and three skill games provide focused practice, while mixed-reality practice brings training into the player's surroundings. Resort Tour adds another reason to return and develop skills between sessions.
Players choose their character and ball separately, retain their selections and adjust the ball size from 21 to 150 centimetres. Saved comfort and movement settings let players tailor the experience rather than relearn a fixed control scheme each session.
How I built it
I built the production game in Unity with C#, a shared volleyball simulation and dedicated input paths for tracked hands and controllers. Hand interaction spans the interface and gameplay: it is not limited to manipulating a menu or viewing a pair of virtual hands.
Ball contact uses swept palm and forearm geometry so motion between samples can contribute to a real hit. Online play preserves the timing of captured hand motion and validates contacts against the host's ball simulation. Tracking-loss and recovery handling prevent stale poses from becoming new strikes. Immediate local feedback and reconciliation help communicate a hit while the host remains responsible for match state.
The development process combines focused regression tests, graphical interaction tests and signed release builds. I use these checks to catch failures in navigation, contact handling, persistence and online state before distribution. These software checks support, rather than replace, hands-only headset playtesting.
Challenges
The hardest problem was keeping fast physical motion and online authority in agreement. A convincing visible hand is not enough: its collision geometry, capture timing and the host's moving ball must agree. I improved preservation of contact intervals, two-hand handling and recovery when one input source loses tracking.
Another challenge was making controller-free play a complete journey. Setup, movement, menus, returning from a match and resuming after interruptions matter just as much as the serve itself. Our design treats those transitions as part of the game.
Accomplishments
I am proud of bringing a physical team sport into an experience that can be played entirely with hand tracking, while retaining optional controllers and a range of solo, social and practice activities. Golden Hour also brings more consistent presentation and separates character choice from ball choice, letting players make the court feel like their own.
What I learned
Hands-first design succeeds when the entire interaction loop is considered. Reliable tracking recovery, clear feedback and understandable movement are essential alongside accurate ball physics. For multiplayer, preserving the time at which a player actually struck the ball is as important as the position of the hand.
What's next
Our next priorities are broader hands-only playtesting, clearer onboarding, continued online contact and tracking-recovery refinement, and more polish for practice and progression. I will use player feedback to improve comfort and readability across different play spaces.
Golden Hour: an updated experience
This entry is an adaptation of our existing Volleyball VR game. Golden Hour brings together the current offline and online match offering, guided drills, skill games, mixed-reality practice, Resort Tour, separate saved character and ball choices, and expanded comfort controls. October releases also refined tracked-hand contacts and online rally handling. Our focus is the complete controller-free player journey, from choosing a session to serving and returning to the menu.
Built With
- codex
- unity

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