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Project Overview

MetaMinds – Projection-Based AR Whack-a-Mole

MetaMinds is a projection-based Augmented Reality (AR) mini project that recreates the classic Whack-a-Mole arcade experience using Unity. The system combines interactive gameplay mechanics with projection-based visual output to simulate an immersive AR-style environment.


Problem Statement

Traditional arcade systems require dedicated physical hardware and fixed installation space. This project aims to digitally simulate the Whack-a-Mole experience using projection and interactive detection mechanisms, making the system more flexible, portable, and cost-effective.


Project Objectives

  • Develop a responsive Whack-a-Mole gameplay system using Unity
  • Implement real-time hit detection and dynamic scoring
  • Design a structured and modular game management architecture
  • Simulate projection-based AR interaction
  • Deploy the application for public access and demonstration

Core Features

  • Randomized mole spawning system
  • Real-time score tracking
  • 30-second countdown gameplay timer
  • Raycast-based hit detection (2D Physics)
  • Dynamic mole animation and movement
  • Game-over state handling and reset mechanism
  • Online deployment via itch.io

System Architecture Overview

The system is structured into three primary layers:

1. Gameplay Layer

  • Mole behavior logic
  • Hit detection system
  • Animation and interaction handling

2. Game Management Layer

  • Score management
  • Timer controller
  • Game state transitions (Start, Play, End)

3. Deployment Layer

  • Unity WebGL build configuration
  • itch.io hosting
  • GitHub-based documentation site

Technologies Used

  • Unity (C#)
  • Unity Coroutines
  • 2D Physics Raycasting
  • MkDocs (Material Theme)
  • Git & GitHub
  • itch.io WebGL Hosting

Project Outcome

The project successfully delivers a functional and deployable AR-style Whack-a-Mole system with structured gameplay logic and clean modular architecture. It demonstrates practical application of Unity game development principles along with version control and web deployment workflows.


Future Scope

  • Multi-mole simultaneous gameplay
  • Adaptive difficulty scaling
  • Sound effects integration
  • High-score persistence system
  • Enhanced projection calibration optimization