Project: AN-Prez – Spatial Collaboration in Mixed Reality
Date: 2022
Subtitle: Because PowerPoint was never meant for 3D

How I made the MR Collaboration from ₹4L to ₹21K?

💥 The Chaos Before the Canvas

Let’s face it — remote collaboration was... fine.

Until it wasn’t.

Presentations were 2D.
Product demos lacked context.
Brainstorming meant sharing screens while juggling Notion, Zoom, and a prayer.

Mixed Reality should have been the answer. But MR tools were either:

  • Built for solo exploration, not team flow

  • Clunky or overengineered

  • Or stuck behind ₹4L HoloLens price tags

We didn’t need more slides.
We needed a war room — spatial, persistent, alive.
Think: JARVIS, but for meetings.


🎯 The Mission

We had already built AN-Prez, a multiplayer Mixed Reality app for immersive collaboration — live avatars, sticky notes, 3D models, and slides — all in the same shared space.

But it was locked to Microsoft HoloLens.
Which meant it was basically locked to... nobody.

₹4,00,000 per headset isn’t how you scale team collaboration.

So I took on a challenge that, at the time, felt almost mythical:
Migrate AN-Prez from HoloLens to Oculus Quest. Solo.
No docs. No guides. Just code, grit, and way too many build errors.


🚧 The Reality of XR Porting

This wasn’t a one-line platform switch. It was an ecosystem jump.

AreaHoloLens (UWP)Oculus Quest (Android)OSWindowsAndroidInputGaze & air-tap (MRTK)Controllers (Oculus SDK)Build SystemUWP + Visual StudioGradle + Android StudioDocsSparse but existsJust vibes and GitHub issues

I had to rethink interactions from the ground up — not just port code.
Gaze-based UX? Doesn’t work with controllers.
Air-taps? Replaced with precise joystick + hand tracking.
Even slide transitions needed reanimation.


🛠️ Rebuilding AN-Prez: Piece by Piece

AN-Prez wasn’t just "PowerPoint in VR" — it was a multiplayer sandbox where teams could ideate, present, and explore ideas together, in real-time.


Here’s what I built (again):
👥 Virtual Meeting Rooms

→ Join as live avatars, synced with spatial audio
→ See who’s talking, where they’re looking, and what they’re interacting with


📊 Dual Presentation Mode

→ Flip seamlessly between 3D models and slide decks
→ Control everything via Oculus controllers


🧠 Sticky Note Brainstorming

→ Toss, group, write, and drag notes in spatial infinity
→ Infinite canvas. Real collaboration. No tabs.


🧪 Lightweight Multiplayer Networking

→ Photon Engine handled real-time sync
→ Built logic for avatar states, shared inputs, and persistent rooms


🎮 Cross-Platform Rewrite

→ Rebuilt all input logic from scratch
→ Re-architected build system for Android
→ Performance-tuned every frame for Quest’s mobile GPU


💸 The Outcome

Before (HoloLens)After (Oculus Quest)₹4,00,000/headset₹21,000/headsetLimited to demos & POCsUsable by actual teamsGaze-only, Windows-onlyController-native, Android-readySolo device useMulti-user, real-world collaboration

And the best part?
It started getting adopted by design, sales, and innovation teams in Fortune 500 orgs — for everything from product reviews to spatial brainstorming offsites.


🧑‍💻 My Role

I wasn’t just porting a product.
I was:

  • Rewriting its input language from gaze to controller

  • Rebuilding its foundation across two operating systems

  • Debugging through guesswork and logs, because documentation was... let’s say optimistic

  • Optimizing for a completely different hardware constraint

  • Proving it could be done — and opening MR up to 10x more users


🧰 Tech Toolbox

Stack Area

Tools Used

Core Engine

Unity

HoloLens UX Layer

MRTK (Mixed Reality Toolkit)

Oculus Integration

Oculus SDK (Android)

Multiplayer Sync

Photon Engine

Build Systems

Gradle, UWP

3D Assets

Blender, Maya

Codebase

C#


🧠 Reflections
  • Porting XR platforms is game design + engineering + archaeology.

  • There’s no Stack Overflow tag for “this has never been done.”

  • Accessibility isn’t just pricing — it’s usability, portability, and performance.

  • The real win? Not the code. It was turning a shiny MR demo into something teams could actually use.


TL;DR

We took spatial collaboration from proof of concept to plug-and-play.
From ₹4L exclusivity → ₹21K accessibility.
From solo headset demos → real-time team brainstorms.

It was hard.
It was fun.
It was the future — made usable.



Built by:

Shubham Shrivastava

Last updated:

13.04.2025

Built by:

Shubham Shrivastava

Last updated:

13.04.2025

Built by:

Shubham Shrivastava

Last updated:

13.04.2025