A proof-of-concept for inspecting 3D objects in VR, testing controller input, and experimenting with visual effects.
PROOF OF CONCEPTObject Viewer places a 3D model on a pedestal in front of the player and lets them inspect it from every angle. Models are fetched from a small hosted collection at https://3d.pixelsoftware.nl, so the scene can be updated without rebuilding the VR binary.
Download ARM64 BinaryThe viewer is designed around a remote asset workflow. Instead of bundling every model into the exported PCK, the application requests a model list and downloads the files it needs. This makes it easy to add, remove, or replace objects from a central location.
Trigger grabs and rotates the model. Stick input spins the pedestal. Grip resets the view. Every action is mapped through the OpenXR action map.
A subtle outline glow, pedestal particles, and a scan-line material shader are used to make the object feel like a holographic display.
Each downloaded model is normalized so its largest dimension matches a target size and it rests centered on the pedestal, regardless of original units.
Models are loaded over HTTP at runtime. This validates network requests, file caching, and runtime GLB parsing inside the Steam Frame build.
At startup the app requests a manifest from
https://3d.pixelsoftware.nl. The manifest lists
available models with preview images and download URLs. The
player uses the controller to cycle through the list, and the
selected model is downloaded and instantiated on the pedestal.
While a model is displayed, the player can grab it with the trigger to rotate it freely, use the thumbstick to spin the pedestal, or press the grip button to snap the model back to its default orientation. A soft holographic shader and floating particles give the scene a clean, sci-fi look.