This project is under NDA, so I can't say much about the product, but I can talk about the engineering side. It was a Unity XR application for Meta Quest headsets, driven by hand tracking, with wireless haptic gloves providing physical feedback. It also included guided tutorials and recorded various biometric data.
I customized the Oculus Integration hand tracking and wired it to two different types of wireless haptic gloves, each with its own signaling protocol. Along the way, I also had to modify the calculators that measure the speed of hand movements.
Users needed to interact with objects in the application, and those interactions had to feel as realistic as possible. At normal speed everything worked fine, but as soon as we slowed time down to show interactions in slow motion, the realism fell apart, so I had to fix it.
When I joined, the project already used a heavily customized version of the Oculus Integration, with no documentation and nobody left to ask about it (the developer who had worked on it left the company right before I joined). So at the beginning, it was quite a challenge to figure out why things worked the way they did and to add new features that would work correctly.
I learned how to build UI elements that are comfortable to target, press and dismiss with hand tracking, tuning distances, sizes and feedback until they felt right.