Unity VR minigame hub
Keep each minigame local. Share only the systems that make the hub feel whole.
Snowball targets, checkpoint racing, and a slide ride can use different mechanics while still sharing rewards, unlock state, result presentation, menus, audio hooks, and saved progress.
Hub architecture
Separate activity code from progression code
The goal is to add a fourth minigame without rewriting the first three.
Give each activity one contract
Start, run, resolve, report a result, and reset without depending on the internals of another minigame.
Centralize rewards
Convert results into one shared currency or star total instead of letting each activity invent its own progression store.
Centralize unlock state
Attractions can ask if they are available without owning the entire save system themselves.
Save the durable state
Persist totals and unlocks, not temporary target positions, active particles, or half-finished attempt data.
Shared progression
The reward is the bridge between unrelated mechanics
The snowball game can care about hit results. The race can care about checkpoint order and time. The ride can care about its own start and exit. None of them needs to know how another activity works just to award the same progression resource.
A common star and unlock layer lets separate activities contribute to one larger goal.
World-space UI
Put the game state where the player can understand it before starting
Use UI to answer practical questions: what is this activity, what does it cost, what did I earn, and what can I do next? Keep the panels tied to clear decision points.
Menus, result panels, unlock prompts, and reset controls are part of the hub structure, not decoration added at the end.
Start from a complete reference project
Winter VR Playground Template - XR Interaction Toolkit
Frostyard packages three activity types with one star, unlock, UI, save, haptic, audio, and particle framework. Use it as a base or as a working example of how the pieces can stay separate without feeling disconnected.
- Complete Frostyard demo scene
- XR Interaction Toolkit project setup
- Snowball target minigame with moving target and bonus hit area
- Ice-rink checkpoint race system
- Spline-based slide ride with comfort vignette support