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A2RL VR Experience

Client/Sector: A2RL / immersive motorsport / UAE

An event-ready immersive motorsport platform that transformed autonomous racing into a spatial broadcast: live team feeds, track context and interactive viewpoints brought together for public audiences, media and senior stakeholders.

Project Snapshot

  • FocusLead development of an immersive autonomous-racing product.
  • PlatformUnity across Meta Quest 2 and 3, OpenXR desktop and mobile fan-zone delivery.
  • OutcomeYas Marina showcase, industry recognition and high-profile private demonstrations.
A2RL immersive race experience with selectable autonomous racing team streams around a virtual circuit view

Why this work mattered

A viewing platform for a sport being invented

Autonomous racing did not yet have an established viewing language. As lead developer, I helped define one: a spatial environment where audiences could understand the circuit, move between team perspectives, follow live feeds and feel the scale of the event. The result had to work as product, broadcast interface and premium public demonstration at the same time.

  • New categoryA spectator experience created for autonomous motorsport rather than adapted from a conventional race game.
  • Event readyBuilt for showcase conditions at Yas Marina Circuit and high-profile stakeholder demonstrations.
  • One spatial systemTeam feeds, race context, circuit visualisation and broadcast moments brought together in VR.

01 Challenge

Giving a new sport a viewing language

A2RL was introducing audiences to a form of motorsport without drivers and without familiar spectator conventions. The experience needed to explain what was happening, preserve the emotion of racing and stand up to the pressure of a major live showcase.

02 Approach

Owning the experience from system to spectacle

As lead developer, I connected product decisions with technical delivery: shaping the viewing flow, team selection, spatial interfaces and big-screen moments while ensuring the experience remained coherent and dependable in an event setting.

03 Execution

Live perspectives inside a coherent spatial product

The Unity build combined multi-camera and team streams, circuit context, race telemetry storytelling and broadcast-scale presentation. Rather than scattering features around a virtual room, each surface had a job: orient the viewer, explain the teams, show the action or deepen the sense of being present at the race.

04 Outcome

A flagship demonstration with genuine reach

The project was presented as the world's first autonomous Formula-1-style racing VR experience. It was showcased at Yas Marina Circuit, received industry recognition and international media coverage, and supported private demonstrations for senior UAE leadership and members of the royal family.

Engineering deep dive

More than a VR video player

The production combined live broadcast media, spatial UI, telemetry, digital-twin context and public-event reliability on constrained standalone hardware. It also had to scale beyond the headset into a desktop fan-zone build and a separate racing experience for mobile and on-site visitors.

  1. Live and on-demand race feeds
  2. AVPro decode and matrix-feed mapping
  3. Shared playback and telemetry state
  4. Spatial UI, team views and track context
  5. Quest, OpenXR desktop and fan-zone delivery

One product, several public touchpoints

The primary immersive build targeted Meta Quest 2 and Quest 3, while OpenXR supported a desktop PC version installed in the fan zone for people who wanted to explore the race environment on site. A separate racing mini-game extended the activation to mobile and additional fan-zone stations. That made cross-platform input, UI scaling, performance budgets and deployment repeatability part of the product problem—not post-launch polish.

High-resolution immersive streaming

The experience worked with very high-resolution panoramic race media—approximately 8K across a roughly 220-degree field of view—using AVPro Video on standalone hardware. Source resolution, decoded texture cost and the headset eye buffer were separate constraints, so delivery involved balancing codec support, angular detail, projection geometry, foveation, MSAA and the number of active decoders rather than assuming an 8K source automatically produced an 8K visual result.

Decode once, present many race views

A matrix feed allowed one decoded video texture to be divided into multiple source rectangles and mapped across team and camera panels. This reduced network and decoder overhead compared with running every view as an independent stream, but introduced production risks around UV crops, tile ordering, aspect ratio, orientation, fallback states and encoder-layout changes. Playback state and race telemetry also needed a shared timeline so the visual story did not drift away from the live event.

Controllers, hands, gaze and world-space UI

The project evolved across legacy gaze handlers, OVRInput, Unity EventSystem behaviour, the newer Input System and Meta Interaction SDK rays. Those systems could otherwise process the same action twice—or disagree about coordinate space. The engineering challenge was to move toward one authoritative pointer route for buttons, sliders and draggable panels while retaining OVRInput for global shortcuts, passthrough controls and driving input.

A seek bar that understood live and recorded video

Seeking was not a conventional desktop-slider problem. Programmatic playback updates could trigger user-seek callbacks, while XR pointer positions arrived in screen or raycast coordinates that did not automatically match a curved world-space canvas. Stable behaviour required separating playback-driven updates from user intent, using no-notify value changes, and converting pointer raycasts into the slider's local coordinate space. Live windows, video-on-demand, hover previews and suggested-time states added further edge cases.

Making broadcast panels feel physically stable

Movable video windows exposed transform jitter whenever ray following, easing tweens, thumbstick dolly controls, parent transforms or physics attempted to own the same object in one frame. The robust interaction model used one controller-relative grab offset: controller movement positioned the panel, thumbstick depth changed the offset, and yaw input changed a rotation offset. That single-owner principle mattered more than whether the grabbed object was a canvas or detailed mesh.

Passthrough, curved UI and compositor layers

Passthrough introduced a rendering path beyond ordinary Unity camera sorting. Underlay and overlay configuration, background alpha, transparent materials, curved-canvas geometry, video surfaces and Meta compositor layers all affected the final result. Debugging therefore crossed Unity render queues, URP material behaviour and headset composition rather than relying on a single sorting-layer change.

Routing race audio into the spatial mix

AVPro audio only became spatially controllable when decoder output passed through a Unity AudioSource and the Meta XR spatializer instead of going directly to the Android audio path. Race sound also benefited from being treated as layers—engines, circuit ambience, crowd, commentary and UI—rather than positioning an entire stereo broadcast as one point source.

Build engineering for Quest and event PCs

Production delivery crossed Unity, OpenXR and Meta SDK versions, Android manifests, Gradle templates, IL2CPP stripping, graphics APIs and native media plugins. Diagnosing the final package meant inspecting the merged manifest and built APK or AAB rather than trusting one editor field. Runtime investigation also covered missing component references, onboarding-state errors and the cost of initialising several native video players together on memory-constrained devices.

Lead development across product and platform

I was responsible for connecting these systems into an experience that non-technical visitors could understand immediately. That included Unity and C# implementation, XR interaction design, live and recorded media behaviour, team-feed presentation, spatial UI, Quest performance, OpenXR desktop delivery, fan-zone readiness and the practical debugging required when broadcast, device and event constraints met in one product.

Retrospective note: the architecture detail above separates shipped responsibilities from lessons discovered while debugging and evolving the system. It describes the real technical surface area without claiming that every later improvement was present in the first production build.

Project summary

A2RL VR Experience quick facts

The essential product, role and delivery context behind the work.

What was built
A cross-platform immersive motorsport platform spanning Meta Quest 2 and 3, an OpenXR desktop fan-zone build, live and on-demand race streams, spatial team views, telemetry context and a companion racing mini-game.
Role
Lead developer across Unity and C# engineering, XR interaction architecture, AVPro media integration, spatial UI, telemetry-aligned playback, Quest optimisation, OpenXR desktop delivery and event deployment.
Stack
Unity, C#, Meta Quest 2 and 3, OpenXR, Meta Interaction SDK, OVRInput, AVPro Video, world-space UI, passthrough, Android, Gradle and IL2CPP.
Outcome
A multi-surface fan experience demonstrated at Yas Marina Circuit, recognised for innovation and used for public, media and senior-stakeholder engagement.

Frequently asked questions

Short answers for people comparing vendors, project approaches and similar technical work.

What was the A2RL VR Experience?

It was a cross-platform immersive broadcast and fan-engagement platform for the Abu Dhabi Autonomous Racing League, delivered across Meta Quest headsets, an OpenXR desktop installation and a companion racing mini-game.

What kind of team would need a similar VR experience?

Motorsport, events, innovation and brand teams can use similar VR experiences to explain complex products through interactive demonstration.

What services does this case study support?

This case study supports searches for Unity development, XR development, VR event experiences and immersive product demos.