Wand WIP
Wand is a rhythm game prototype played with your hands through a webcam. Instead of pressing keys or tapping a controller, you move your hands over notes as they arrive on the playfield.
The goal is to make a rhythm game that feels physical without needing specialized hardware. If the camera can see your hands, the game should be able to turn that motion into timing, sustain, and expression.
TrackPlayer
The main system is the TrackPlayer scene. It is built around a lane-style rhythm playfield where notes are mapped into the same content area the player sees on screen. That sounds simple, but it matters a lot: if the note math is based on generic camera space while the UI is using a specific content rect, every hit feels slightly wrong.
TrackPlayer has its own playfield mapper that treats the UI content area as the source of truth. Notes are moved into that space, and the hand cursor checks against the same area instead of pretending the whole viewport is playable.
Hover Input
The input model is intentionally hover-based. You do not need to pinch or click over notes. If your tracked hand is over the note at the right time, that is the interaction.
That design makes hold notes more interesting. A hold note cannot just move its start and end markers visually; its real collider and root object have to move with the note path, because hover detection follows the physics object. A lot of the work has been making the visual note, the timing data, and the interaction collider agree with each other.
Visual Feel
Wand also has a custom note visual pass: glowing discs, color palettes for different hands, and prefab-level behavior so timeline-spawned notes inherit the intended look automatically.
The small details matter here. A rhythm game lives or dies by whether the notes feel readable and responsive. The visuals need to make it obvious what hand should do what, while staying clean enough that the player can focus on timing.
Why It Exists
Wand is an experiment in making a rhythm game feel more like motion than input. It is still a prototype, but the core question is clear: can a webcam-based hand interface feel precise enough to be fun?