APARTMENT TOUR

A first-person walkthrough of an apartment where everything you would expect to touch actually responds — doors swing, drawers slide, light switches work, and you can recolour surfaces on the spot. Built as a VR-ready property showcase during my internship at Karabük University.
The problem
Architectural walkthroughs usually render beautifully and then let you do nothing. For a showcase to be useful to someone deciding about a space, the space has to answer back.
What I built
- A raycast interaction system behind an
IInteractableinterface, so each object declares its own behaviour and the player controller never needs to know what it is pointing at. - Physics-based grabbing for doors, drawers and cabinet handles, driven by PhysX rather than animation clips — they move with the weight you would expect.
- A recolour tool that opens a colour picker and swaps materials live, so a viewer can try the room in another finish.
- Light toggles on the real switches, and context-sensitive crosshair feedback so it is always obvious what is interactive.
- Every 3D asset, modelled from scratch in Blender and imported as FBX.
Tech
Unity built-in render pipeline, C#, PhysX character controller, TextMeshPro. Systems communicate through a singleton event system to keep gameplay code decoupled.