Scan your floor, place a virtual hoop in your room and flick the screen to shoot. An Augmented Reality game for Android made with Unity 6, AR Foundation and ARCore.
The browser and Windows versions use a virtual court, because only phones have ARCore. The real AR needs an ARCore-supported Android phone.




Screenshots from the Unity Editor's XR Simulation, which simulates a room for testing AR without a phone.
Finds horizontal surfaces, shows a placement ring, tap to place. The hoop is held by an AR anchor and can be repositioned.
0.24 m, 0.6 kg ball, 0.45 m rim, realistic bounces, backspin and continuous collision detection.
Flick speed sets the power and a sideways flick aims. Impulse force is clamped, one shot per swipe, with adjustable aim assist.
A ball must enter the rim from above and leave below. It scores once; rim and backboard touches never count.
Countdown, beeps and buzzer, buzzer beaters, results screen and a local top-10 leaderboard with names.
Surface-based 3D impact sounds, swish and chime, confetti, net stretch, vibration and animated buttons.
| Engine | Unity 6 (6000.6), Universal Render Pipeline |
|---|---|
| AR | AR Foundation 6.6 + Google ARCore XR Plugin 6.6 |
| Input & UI | Input System (touch and mouse through one Pointer), uGUI + TextMeshPro |
| Language | C#, event-driven scripts (placement, spawning, shooting, scoring, game states, UI, audio) |
| Tests | Unity Test Framework: 200+ EditMode and 8 PlayMode tests |
| Platforms | Android 8.0+ (ARCore phones), Windows 10/11, WebGL 2 browsers |