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Interactive

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.

Unity 6BlenderC#NavMesh AIVercel

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

Unity 6BlenderC#NavMesh AIVercel

Media, interface, and process detail

Mobile capture produces a spatially grounded character scan, providing the raw geometry for the interactive prototype.
The captured figure is inspected and prepared as an asset before it moves into the real-time scene and interaction pipeline.
Blender processing exposes the scan topology and rig structure used to turn an unstructured capture into an animatable character asset.