XR / 3D · Independent project
A VR training environment for catchers with custom pitch physics, receiving drills, and strike-zone detection.
Role
Solo: design, code, 3D
Status
In progress
Platform
Meta Quest
Stack
Unity · Blender · C#
The system gives catchers repeatable practice reading and receiving pitches in a headset. It can run drills without using a pitcher's arm or reserving a field.
The core requirement is believable ball behavior. Each pitch needs the speed, spin, and break that makes the drill useful.
The whole experience lives or dies on whether a fastball feels like a fastball. So the core of the project is a custom ball-physics engine, with the environment and interaction built around it.
Custom ball physics
Fastball, curveball, and slider profiles use defined spin, break, and velocity instead of canned animations.
Real-time trajectory model
Pitch trajectories are calculated live with controlled speed variation.
Catcher scenarios
Interactive drills built around the receiving position, with strike-zone detection judging every catch and frame.
Ground-up 3D
The field, gear, and environment were modeled in Blender and assembled in Unity.
Where it stands
The physics engine and catcher drills work in-headset. Next: batter scenarios and pitch-recognition scoring.