Unity VR - Make a Rhythm Game - Triggers using Koreographer
In this Unity VR XR Toolkit tutorial, I'll show setting up Trigger events for beats using Koreographer in this how to make a rhythm game tutorial. ► Koreographer - https://assetstore.unity.com/packages/tools/audio/koreographer-54639?aid=1101lfDIN ► Art Assets - Polyverse Skies https://assetstore.un
This VR rhythm-game tutorial uses Koreographer, an asset that fires events on the beat of your music, to drive sphere spawning so notes arrive at the player's hands exactly on time. It covers preparing the audio, finding the tempo, authoring beat tracks for each hand, and listening for those events in Playmaker. The same approach works for any rhythm game.
Prepare the audio and tempo
Because spheres take three seconds to travel to your hands, use Audacity to generate three seconds of silence before the song starts, saving it as a WAV for Unity. Find the tempo by uploading an MP3 to getsongbpm.com; in this case it returned 99 BPM. Install Koreographer (Professional Edition) plus its Playmaker integration package, which adds Koreographer actions.
Author the beat tracks
Create a Koreography asset, assign the music clip, and open the editor. Set the tempo to 99 so the tick marks line up with the beat. Create a choreography track named DM left for the left hand and draw event markers, snapping every other beat or to subdivisions for variety. Select markers and clone them down the track to fill the song quickly, then shift the whole set up by three seconds so they begin right as the music starts. Repeat with a DM right track for the right hand, offsetting it by a beat.
Wire the player to the beats
On the spawner, add a Koreographer component with your choreography plus a Simple Music Player holding the song. In the spawner FSM, delete the old one-second Wait state, since the beats now control timing, and add a Choreo Listen start state with a Choreography Event Trigger action listening for DM left. When a marker hits, fire a spawn event to the state that creates the blue sphere, then loop back to listening.
Mirror for the right hand
Copy the Choreo Listen state to the pink spawner, delete its Wait, set it as the start state, and have it listen for DM right instead, spawning pink spheres. Now every marker you drew generates a sphere, and because they were placed on beat and travel three seconds, they reach your hands exactly in rhythm, giving you a music-driven VR beat game.





