Scanned Character WebGL Pathfinder
A Unity 6 WebGL experiment that turns a scanned character, a low-poly sci-fi scene, and custom pathfinding logic into a zero-install browser interaction.
A live browser build of the Unity 6 prototype, embedded directly in the case study.
Open Standalone↗This project turns a personal 3D scan into a navigable browser-based character experience. The capture was cleaned and rigged in Blender, placed in a low-poly science-fiction environment in Unity 6, and connected to a custom C# animation state machine and NavMesh movement system. The resulting WebGL build makes the prototype easy to open, share, and test without a local installation.
- The project reframes realtime 3D prototyping as a browser-first interaction instead of a heavyweight local build.
- It combines a scanned character, a low-poly spatial scene, and responsive movement logic in one compact WebGL deployment.
- The goal was to reduce preview friction while preserving the feeling of a real-time interactive artifact.
- Prepared the scanned character in Blender, including rig reset and animation blending.
- Built the Unity 6 interaction layer and custom C# animation state machine.
- Implemented click-based pathfinding and obstacle-aware motion using NavMesh.
- Optimized the build pipeline for lightweight WebGL delivery and deployment through Vercel.
- Reworked the original scan into a cleaner animated asset suitable for realtime interaction.
- Constructed a restrained sci-fi environment to give the movement system a clear spatial context.
- Linked navigation, physics velocity, and animation blending through a custom state architecture instead of plugin-heavy shortcuts.
- Reduced build weight through URP optimization and Brotli compression to keep the experience responsive in the browser.
- Delivered a zero-configuration WebGL sandbox that opens directly in the browser.
- Proved a lighter distribution path for interactive 3D simulation and robotics-adjacent review tools.
- Created a flexible foundation for future remote monitoring, collaborative demos, and cross-device testing.
- Unity 6
- Blender
- C# custom state machine
- Unity NavMesh AI
- URP optimization
- Brotli compression
- Vercel deployment
Year
2026
Group
Interactive
Role
Realtime 3D Developer & Technical Artist
Duration
Self-initiated experiment
Team
Individual project
Deliverable
Browser-based WebGL interactive prototype
Tools
Unity 6, Blender, C#, URP, NavMesh, Vercel
Tags
