Primoljo Interactive Wall

Primoljo Interactive Wall

Interactive installation designed to engage visitors through digital content activated by movement. The system integrates LiDAR sensor programming to detect user presence and interactions, transforming the wall into a dynamic, immersive, and responsive experience.

Interactive Installation
Date
Role & stack
Software Development • Interactive Installation
Touch interaction handling: each input is converted into a 2D raycast, filtered by game layers, and assigned to the correct interactive target based on sorting and distance.

Primoljo Wall turns the journey from olive to oil into an interactive experience designed for a large touch wall. Visitors do not simply observe the story: they move through it, harvest olives, follow their ripening process, and take part in the pressing stage.

Developed in Unity for Windows, the installation combines immediate interactions, animated characters, audiovisual feedback, and phase-based progression. The result is a short and accessible game designed even for visitors with no gaming experience.

The goal was to make a production process understandable and memorable through a simple gesture: touch, choose, and immediately see the consequence of each action.

The experience, in five steps

  1. Tutorial — A brief introduction guides visitors through their first interaction with the wall.
  2. Harvest — Olives ripen on the trees. Players must choose the best moment to collect them and earn more points.
  3. Interlude — A narrative transition connects harvesting with the transformation of the product.
  4. Pressing — Olives fall from above and must be collected to progressively fill the oil indicator.
  5. Finale — The experience closes and automatically prepares itself for the next visitor.

The core of the project

I built the gameplay around a centralized flow that coordinates phases, score, oil quantity, and the complete reset of the experience. Each stage remains independent while communicating with a single state system, making the project easier to understand, extend, and maintain.

My contribution included:

  • handling mouse, pen, and touchscreen interactions through the Unity Input System with a legacy fallback;
  • developing olive-ripening logic, differentiated rewards, and configurable spawning;
  • building the pressing stage with dynamic object generation, an oil target, and visual fill progression;
  • integrating visual and audio feedback, power-ups, and timed instruction messages;
  • automatically cleaning up runtime objects and restoring the experience between sessions.

Designed for a public space

For a museum installation, working software is only the beginning: the experience must be understandable within seconds, withstand consecutive sessions, and allow quick adjustments on site.

Timing, difficulty, prefabs, spawn areas, and primary assets are therefore exposed in the Inspector. The experience can be tuned without changing the code, while its automatic reset provides a continuous loop for multiple visitors.

Technical stack

AreaTechnology
EngineUnity 6
LanguageC#
RenderingUniversal Render Pipeline
InputUnity Input System, touch, pen, and mouse
UI and textuGUI / TextMesh Pro
TargetWindows installation with a touch surface

Credits and rights

Project developed within TopTouch for Primoljo. Trademarks, logos, and proprietary assets belong to their respective owners.