Early-career Unity #D VR training simulation using C#

Learnings from Unity 3D VR Training Simulation (Early Career)

This document captures the key learnings and reflections from building a guided VR training simulation using Unity 3D and C# scripting during the early phase of my career.

The focus of this work was on user flow, interaction handling, and guided task completion, rather than deep engine-level optimization.


Technical Learnings

1. Designing a Guided VR User Flow

Built a step-by-step interactive training experience
User was guided through:

Learned the importance of clear sequencing in immersive environments


2. Event-Driven Interaction Handling

User actions such as:

Were controlled using event triggers
action advanced the simulation only when the expected interaction occurred

This introduced early exposure to event-driven programming concepts.


3. State Management in an Interactive Environment

The experience depended heavily on user state, such as:

Task completion was reflected via:

This reinforced the need for controlled state transitions to avoid inconsistent behavior.


4. Multi-Modal Feedback (Audio, Visual, Video)

Used a combination of:

Learned how combining multiple feedback channels improves clarity and reduces confusion for users


5. Simulator vs Physical VR Controllers

All interactions were designed to work with physical VR controllers
During development, a keyboard and mouse simulator was used

Trigger-based interactions mapped to:

Learned that:


6. Real-Time Progress Visualization

Implemented visual indicators such as:

Learned how real-time feedback helps users understand ongoing actions in immersive simulations


Process & Career Learnings

7. Building Complex Behavior Incrementally

The overall flow was broken into smaller, manageable steps:

This approach helped manage complexity and reduce errors


8. Early Exposure to Domain-Specific Simulation

The project simulated a medical training scenario
Learned to translate real-world procedures into interactive digital steps
Gained appreciation for accuracy, sequencing, and user safety in training simulations


9. Output-Focused Development (Early Career Context)

Primary focus was on:

Less emphasis on:

This later motivated a stronger focus on clean architecture and reusable utilities.


Reflection

Although this project was built early in my career, it:
Strengthened my understanding of event-driven systems
Improved my ability to model real-world workflows
Built confidence in designing guided, state-based user experiences

These learnings continue to influence how I design systems today.


Closing Note

This repository exists to document experience, learning, and growth.
It is not intended to represent current coding standards, but rather the foundational thinking developed early in my career.