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VR · OCULUS QUEST

Over The Edge

VR Rappelling Experience

Over The Edge runs fundraising events where supporters rappel down tall buildings for charity. When COVID-19 stopped in-person events, we built a VR experience for the original Oculus Quest that recreates the whole day – from the branded lobby, up to the roof and over the edge, down to the cheering crowd at the bottom.

Services
VR Development
Platforms
Oculus Quest (original, standalone)
Industry
Events / Charity Fundraising
See also
VR development
Looking straight down mid-rappel, with the landing zone far below
Looking straight down mid-rappel, with the landing zone far below

The challenge

Over The Edge is a US and Canadian company that organises urban rappelling events for charities. It has run more than 900 events since 2004, and its average event raises over $100,000. Then COVID-19 made in-person events impossible overnight.

They needed a virtual alternative with the genuine stomach-drop of stepping over the edge – not a video or a slideshow – to keep supporters engaged and fundraising alive. And it had to run on the original Oculus Quest, a standalone headset with a mobile chipset and tight GPU and CPU limits.

Our approach

Rather than dropping players straight into the rappel, we mirrored the real event step by step: a branded lobby, a lift to the roof, the rigging and harness at the edge, the descent, and the landing zone. The build-up is part of the thrill, just as it is on the day.

To keep the frame rate smooth on Quest 1 we chose a stylised low-poly art style and built every asset, shader and scene for mobile VR from the start. Height does the rest: camera position, scale references and a street far below, with cars, pedestrians and city life, make the drop feel real.

The results

The experience gave Over The Edge a way to keep its community connected while in-person fundraising was on hold. Supporters could feel the thrill of the rappel from home, keeping their enthusiasm for the events going.

It also showed that immersive VR can stand in for a real physical experience convincingly enough to matter – even on a standalone headset with Quest 1's hardware limits.

Technical highlights

  • Full event journey

    lobby, lift, rooftop, harness, descent and landing zone, in the order of the real event

  • Stylised low-poly art

    chosen for a smooth frame rate on Quest 1's mobile chipset without losing the sense of height

  • Built for standalone VR

    every asset, shader and scene made for the original Oculus Quest's GPU and CPU limits

  • Height by design

    camera position, scale references and street-level detail tuned to make the drop feel real

  • Scripted moments

    a drone flies past between the buildings mid-descent

  • Client branding throughout

    Over The Edge banners, signage and event materials from the lobby to the landing zone

Have a project in mind, or want to explore what’s possible? Talk to us.

get in touchhello@unitydevelopers.co.uk

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