Project TicTacThrow
A physical twist on tic-tac-toe: aim, claim a square, and capture your opponent’s space. Built in Unity for LiDAR-driven screen interaction, with animated swords and shields, clear hit feedback, and quick round restarts.
A familiar game.
A different way to play.
Designed for an LED screen with LiDAR input, TicTacThrow lets players kick a ball at the screen to mark a space as X or O. Hitting an opponent’s symbol lets a player claim that space.
The swords-and-shields theme gives each side a distinct visual identity. Players can claim an empty square or capture an opponent’s square, while hitting their own square prompts another attempt. Three in a row wins; a full board without a winner ends in a tie. Visual and audio feedback confirms each hit, and a dedicated restart target begins the next round.
The video demonstrates the real Unity scene using scripted TouchScript contacts. It shows the application’s behaviour, rather than live LiDAR hardware or physical throws.
Solo development,
from gameplay to presentation.
- Added the animations and visual theme.
- Implemented the mechanic for reclaiming an opponent’s space.
- Developed the Unity application as a solo project.
My LiDAR experience on this project was in application development, rather than hands-on sensor setup or operation.
View repository ↗Aim, claim & capture.




