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Campfire

A proof-of-concept scene for loading objects, basic collision, and atmospheric ambience in VR.

PROOF OF CONCEPT

Campfire 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.

โฌ‡๏ธ Download ARM64 Binary campfire.arm64 ยท Steam Frame

What It Tests

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Object Loading

Rocks, logs, and the fire pit are loaded from external assets at runtime. This validates the asset pipeline from Godot import through runtime instantiation.

GLB Import
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Basic Collision

Every placed object has a StaticBody3D collider so the player cannot walk through rocks or logs. The ground plane defines the walkable area.

StaticBody3D Physics
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Fire Effects

The campfire uses a simple particle system for flames and embers, plus a flickering point light that casts dynamic shadows on nearby objects.

Particles Lighting
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Ambient Audio

A looping fire crackle and subtle night ambience provide spatial cues. Volume is tied to player distance from the fire.

Audio Spatial

How It Works

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.

Next Steps

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