This project focuses on building and deploying one immersive multiplayer football game on LAND using Unity and The Sandbox SDK, optimized for smooth gameplay across AR and VR devices.
SDK Integration: Sandbox SDK hooks for LAND data, avatars, assets, and permissions
Networking: Real-time multiplayer synchronization using authoritative session servers and client-side prediction
Spatial Systems: AR spatial anchors for persistent object placement and shared world alignment
Asset Streaming: On-demand voxel and environment loading optimized for VR and mobile
Wallet Layer: Web3 wallet authentication for player identity and ownership
This architecture empowers creators to build reusable AR/VR templates while enabling LAND owners to instantly publish immersive multiplayer experiences, strengthening decentralization and participation across The Sandbox ecosystem.
This is interesting but I guess this would come under a larger umbrella of VR integration in The Sandbox after which we will be able to use it for other types of games also.
I am hoping the TSB team is working or atleast planning to work on VR integrations and if any member could update us on the same, we could just track that project implementation so that we can have AR/VR Football games
Project Name: MetaKick VR β DAO-Governed VR Football
Team / Organization: MetaKick
Project Type: Game / Experience / Platform
1. Project Overview / Abstract
MetaKick VR is a multiplayer football game running on Pico VR and Meta Quest. Gameplay runs off-platform, while The Sandbox serves as the social, discovery, and ownership layer, with portals and NFT-based access linking players to the VR experience. Fully Sandbox-safe and DAO-governed.
2. Problem Statement
Sandbox LANDs underutilized for interactive sports experiences.
High-fidelity VR sports cannot run natively inside Sandbox.
Communities need immersive football experiences while preserving LAND ownership and DAO governance.
3. Solution / Technical Approach
Portal-Based Integration: Users launch VR football via Sandbox portals.
Wallet & NFT Bridge: Verifies LAND/NFT ownership for access and rewards.
MetaKick VR Client: Multiplayer football gameplay on Pico VR and Meta Quest (Unity + OpenXR).
Multiplayer Servers: Authoritative servers handle physics, scoring, and matchmaking.
DAO Governance: Tournaments, stadium rules, and reward distribution voted by DAO.
Sandbox-Safe Design:
Gameplay runs off-platform.
Sandbox acts only as social/discovery/ownership layer.
MetaKick VR delivers high-fidelity VR football gameplay integrated with Sandbox via a safe, DAO-compliant portal system, activating LANDs, engaging communities, and enabling transparent governance and rewards.
# MetaKick VR β Gameplay Design Document
## Overview
MetaKick VR is a multiplayer football (soccer) experience designed to increase engagement, social interaction, and repeat participation within the broader Sandbox ecosystem. The gameplay is immersive, session-based, and accessible, encouraging community-driven events and fair competition.
The experience runs on **Pico VR and Meta Quest**, while remaining fully compliant with Sandbox DAO principles.
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## Core Gameplay Experience
* Multiplayer football matches with short, engaging sessions
* Team formats: 3v3, 4v4, and 5v5
* Designed for quick onboarding and easy participation
* Focus on teamwork, skill-based play, and social interaction
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## Player Interaction & Accessibility
* Natural VR controls for movement and ball interaction
* Simple mechanics that are easy to learn and rewarding to master
* Balanced movement and stamina systems to prevent abuse
* Comfort options to support a wide range of VR users
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## Game Modes
* **Casual Matches:** Open play for social and community engagement
* **Competitive Matches:** Structured matchmaking for repeat play
* **Tournament Mode:** Scheduled events and competitions
* **Spectator Mode:** Live viewing to support social participation
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## Stadiums & Events
* Matches take place in immersive virtual stadiums
* Stadiums act as hubs for games, tournaments, and social gatherings
* Stadium themes and events support community identity
* Designed to encourage repeat visits and sustained activity
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## Progression & Rewards
* Player participation and performance tracked transparently
* Skill-based progression with no pay-to-win mechanics
* Cosmetic rewards, achievements, and tournament recognition
* Incentives focused on engagement and community involvement
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## Fair Play & Integrity
* Match outcomes validated to ensure fairness
* Server-controlled logic to prevent cheating or manipulation
* Clear and transparent game rules
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## User Comfort & Safety
* VR comfort settings included by default
* Match durations designed to reduce fatigue
* Inclusive design supporting different experience levels
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## Alignment with Sandbox DAO Principles
* Activates LAND through sports-based experiences and events
* Encourages community participation and social interaction
* Supports DAO-driven decision-making for tournaments and rules
* Designed to be modular, scalable, and non-intrusive to Sandbox infrastructure
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## Summary
MetaKick VRβs gameplay design complements The Sandbox ecosystem by delivering a high-engagement football experience that drives community activity, repeat participation, and long-term value, while remaining fully Sandbox-safe and DAO-compliant.
For MetaKick VR, all domains and backend services are managed externally by the MetaKick team / DAO using standard DNS providers. No Sandbox domains or Sandbox infrastructure are used.
Development Partner:
MetaKick is working with an experienced development partner for implementation support: https://www.monkhub.com/our-work
The Sandbox is used strictly as a social, discovery, and ownership layer, while all gameplay, servers, and infrastructure remain fully independent and Sandbox-safe.
Thank you for the feedback. I apologize for the earlier confusion and would like to clarify clearly.
The purpose of the Sandbox stadium scenes (Month 3β5) and multiplayer backend (M4) is to activate Sandbox LANDs with recurring football events. Stadiums inside Sandbox act as social hubs, match discovery points, and spectator spaces. They give users a reason to return to the same LANDs for scheduled matches and tournaments.
The multiplayer backend is required to run live football matches, scoring, and fair competition. This gameplay cannot run directly inside the Sandbox game client because it requires real-time VR interaction and fast multiplayer updates. To keep Sandbox safe, gameplay runs externally, while Sandbox remains the ownership, social, and discovery layer.
What is being requested from the DAO is grant support, not infrastructure. Specifically:
Building Sandbox stadium scenes and portal access
Implementing wallet and NFT-based access linked to LAND ownership
Enabling DAO-governed tournaments and rewards
Delivering a public Sandbox-connected demo
No Sandbox servers, domains, or client modifications are requested.
In summary, MetaKick VR is designed to increase LAND usage, repeat visits, and community events while respecting Sandboxβs technical boundaries.