A proof-of-concept scene for loading objects, basic collision, and atmospheric ambience in VR.
PROOF OF CONCEPTCampfire is a small, cozy scene built to validate foundational VR mechanics: loading 3D objects into a scene, giving them collision bodies, and placing the player near a warm fire that reacts visually and audibly. It is deliberately low-interaction so the focus stays on stability, presence, and comfort.
Download ARM64 BinaryRocks, logs, and the fire pit are loaded from external assets at runtime. This validates the asset pipeline from Godot import through runtime instantiation.
Every placed object has a StaticBody3D collider so the player cannot walk through rocks or logs. The ground plane defines the walkable area.
The campfire uses a simple particle system for flames and embers, plus a flickering point light that casts dynamic shadows on nearby objects.
A looping fire crackle and subtle night ambience provide spatial cues. Volume is tied to player distance from the fire.
The scene is assembled from a small library of low-poly assets. Each asset is imported with Godot's headless import step, given a collision shape, and instanced into the world at predefined markers. The player spawns on a flat ground circle facing the fire, with a clear boundary of rocks and logs to prevent walking into the flames.
Collision is intentionally simple: static world geometry only, no rigid-body physics yet. This keeps the frame rate stable on the Steam Frame's ARM64 mobile renderer while still giving the player a solid sense of place.