The past few days were spent enriching the factory scene. I use SimpleRoomGenerator to procedurally create the room — dimensions and materials are configurable.
I added sorting bins with BinGenerator. Red and blue — the player must sort cubes into the correct bin. WallClock runs in real-time on the wall — a nice detail to emphasize monotony.

With FactoryFloorGenerator and OfficeMessGenerator, I added clutter to floors and walls. Papers, ink stains, grid patterns. DispenserGenerator creates the pipe where cubes emerge.
Lighting optimization was also a critical step — I optimized light settings for mobile VR with LightingOptimizer. Trying to create a dark yet detailed atmosphere.

The factory is taking shape. Now I need to work on the scoreboard and anomaly mechanics.