Limitless
Teleport to any spot on the floor and shoot as long as you like. Corner threes, elbows, the free throw line. Every attempt feeds your lifetime percentages.
Backyard basketball without the part where you chase the ball down the driveway.
Grab a ball off the rack, feel the swing, release at the top. Every ball returns on its own, so there is nothing to retrieve and nothing to break your rhythm.
Every mode shares the same feel: arc, release, and the sound of a clean net. What changes is the pressure around it.
Teleport to any spot on the floor and shoot as long as you like. Corner threes, elbows, the free throw line. Every attempt feeds your lifetime percentages.
Beat the target before the clock runs out. Consecutive makes bank bonus time, so a hot streak carries you further than a steady one.
Five racks, five balls each, 25 shots. Regular makes are worth one and moneyballs two, and you choose which rack is loaded entirely with moneyballs.
Arc over blockers, thread floating rings, bank off angled boards and time the sweeping panels. Clear a level in your first three balls for all three stars.
You never chase a rebound. Every ball returns to the rack on its own, so each shot is taken standing in your own space. In Limitless you pick your spot on the floor and teleport there, then shoot as long as you like. Meta rates Get Buckets VR as Comfortable.
Swap ball skins, recolor the court, lines and spot beams, and set the music to taste.
Field goal percentage, threes, twos, best Arcade level, best contest score and every Challenge star carry over between sessions, stored on your headset only.
View Get Buckets VR on the Meta Horizon Store (opens in a new tab)
Technical write-ups on the physics, tooling and shipping problems behind Get Buckets VR, for players curious how it works and other developers building something similar.
Bundle IDs are permanent, keystores can never be regenerated, Unity forgets your keystore password every session, and trademarks get flagged in store text you didn't even think was risky.
A rim mounted scoreboard that yaws to face the shooter was quietly occluding a Challenge target. I found every bad angle by raycasting a sample grid instead of walking the room myself.
A Challenge level needed a bank board the player shoots past the rim and rebounds back in. I stopped eyeballing it and simulated the projectile instead.