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HALO CE VR

As a long-time follower and avid fan of the Halo franchise, one of the first things I wanted to experience in VR was the Halo universe; the guns, the characters, the environments... As unfortunately there is no such VR Halo game, I decided to work on my own, ripping and exporting files from the Halo Custom Edition to get the most authentic experience.

 

This is purely a personal project and as I in no way own any of the models, sounds, animations, or anything but the code, I have no intention on distributing or sharing it, due to the Microsoft Developer Rules.

The current iteration of the project has been mostly focused on importing assets from Halo CE into Unity and making sure they work with VR. However, some main mechanics have been added and can be seen in the footage above.​​

Current Content

The game currently includes:

  • The Assault Rifle; a weapon that can be held with one or two hands (with an effect of the bullet spread and overall accuracy), contains an ammo counter and compass that points toward the player's objective. With the exception of the accuracy based on how you are holding it, these are all features used in the original game.
     

  • The Magnum Pistol; a one-handed, semi-automatic gun. The original game allows this weapon to scope for high accuracy, though I have not yet thought of a valid way of implementing this feature into VR.
     

  • Manual Weapon Reloading. The original game simply uses a reloading animation for each weapon. I however, implemented manual reloading that requires the player to remove the magazine from the gun and replace it, sometimes requiring an extra action such as pulling back the slide on the magnum.
     

  • The Frag Grenade; a grenade that explodes after a short time of being released or upon being shot.
     

  • Several characters from the original game such as Elites, 343 Guilty Spark, and Flood Infection forms; none of which yet include AI (with the exception of a very simple seek-and-destroy behaviour for the flood), but that do use the original models, textures, animations, and audio.
     

  • Environments imported from the original game, complete with textures and collisions.
     

  • A HUD (Heads-up display) as closely resembling the original as possible, with the exception of the player having to manually enable/disable it due to the potential of motion-sickness caused by screen-based UI in VR.

    • The HUD contains a radar scanner mimicking the original by displaying enemies in red and allies in yellow, as well as being updated in real-time.​

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