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First Preparations: Learning Unity, C# & Getting the Quest 3S

After defining the concept, I focused on learning Unity, C#, OpenXR, and working with the Quest 3S.

First Preparations: Learning Unity, C# & Getting the Quest 3S

Once the answer to “Why this project?” became clear, the next step was practical: to actually build it, I needed to seriously learn Unity, C#, OpenXR, and the Quest ecosystem.

Unity XR Plugin Management settings
The first technical threshold: setting up OpenXR and XR Plugin Management correctly

This phase was less about producing content and more about understanding the foundation. I focused on scene structure in Unity, prefab organization, component-based logic, and the flow of C# scripts. I also tested hand tracking, input actions, and interaction systems through XR Interaction Toolkit.

At the same time, I got access to the Meta Quest 3S headset and started running my first on-device tests. Many things that felt reasonable in the editor behaved very differently inside the headset in terms of scale, performance, and interaction feel. That was the moment the project became technically real for me.

Sample XR environment for Meta Quest
First headset tests: scale, spatial feel, and interaction comfort

There was no complete gameplay loop yet. I was still learning which ideas could actually live inside VR/MR. Learning to code, getting comfortable with the tools, and acquiring the headset may sound like preparation, but in reality it was the stage that made the rest of the project possible.

Only after this foundation was in place could I move into real prototyping.