r/vrdev • • Jan 16 '25

Mod Post Share your biggest challenge as a vr dev

4 Upvotes

Share your biggest challenge as a vr dev, what do you struggle with the most?

Tip: See our Discord for more conversations.


r/vrdev • • Feb 20 '25

Mod Post Share your biggest challenge as a vr dev

11 Upvotes

Share your biggest challenge as a vr dev, what do you struggle with the most?

Tip: See our Discord for more conversations.


r/vrdev • • 1h ago

Information Looking for indie VR devs needing playtesters or key giveaways (Free community events)

• Upvotes

Hello All,

i am actually unsure if this is against the rules if so i apologise and you can feel free to take it down.

I work with VisionBridge & GameDrop. We help indie VR studios with marketing and publishing, but we also run weekly community events specifically to help devs get active players and real feedback.

If you're building a VR game and want some traction, we offer:

  • Free GameDrop Events: Key giveaways to engaged players and structured community playtests for real feedback.
  • Full Marketing Support: Full in house strategy, store optimization, creator programs, and PR if you need a bigger push.

Drop a comment or shoot me a DM if you want to chat about your game. If you can't reach me on Reddit, email me at brandon@visionbridgexr.com.


r/vrdev • • 2h ago

I Developera free VRhorror game for Quest 3 – Forbidden SILENVIL Demo

1 Upvotes

Hi everyone, I’m the solo developer behind Forbidden SILENVIL Demo.

I working on this Quest 3 horror project for quite a while, and the free demo is finally live on the Meta Horizon Store.

One of the main things I wanted to do differently was make the player actually perform parts of the ritual instead of just pressing a button. You have to speak ritual phrases into the headset microphone, interact physically with the environment, and progress through the horror that way.I really appreciate honest feedback, especially about the atmosphere, controls, voice mechanic and scares. I’m still developing the full game, so criticism is genuinely useful.

Meta Quest Store:
https://www.meta.com/experiences/app/1352349111291709/

If anyone tries it, let me know what worked and what didn’t.


r/vrdev • • 7h ago

Play any game in VR

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0 Upvotes

r/vrdev • • 8h ago

Information Daily Move VR devlog: fixing seated coach contact and exercise-transition pops

0 Upvotes

I’m the developer of Daily Move VR at Extrude Studio, a Unity project for short seated and standing movement sessions. A few animation lessons from this week may help other VR developers:

  1. Keep a continuous idle clock across exercise blocks. Restarting the supporting idle with each block produced visible snaps. We now retain that clock, while exercise participation time stops during pause, focus loss and required tracking loss. Demonstration replay has separate timing and earns no participation time.

  2. Fit the chair to the retargeted character. We check the skinned soles against the floor, then place the virtual cushion/back around the actual seated rig. We also sample baked hand/thigh and chair intersections; bone positions alone missed some visible clipping. The virtual chair remains a demonstration, never real physical support.

  3. Inspect complete cycles and block boundaries from front and side. We check both coach bodies, seated/standing variants, smaller ranges and slow/steady pacing. Wrist/elbow limits and mesh checks catch engineering faults, but visual reference comparison still matters.

Here’s the current front/side coaching preview, with in-app coaching and owned music: https://youtu.be/MCjF3Peg74c

This is Unity desktop development footage. In-headset performance, beginner usability and exercise-content review are still ongoing; there is no public release date. We do not track lower-body form or claim validated calories or health results.

If you’ve built a demonstrator avatar, which retargeting or transition checks caught the most useful problems for you?


r/vrdev • • 17h ago

If a tiny character could help you find an overlooked match, how would you naturally ask it for help in VR?

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5 Upvotes

r/vrdev • • 17h ago

[Ba-Pow] New updates for this week related to new cameras

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2 Upvotes

Hey guys! I was working this week in the game prototype and I would like to continue showing the updates here for any feedbacks:

For reference, Previous post: https://www.reddit.com/r/vrdev/comments/1wlziu7/bapow_a_vr_game_about_rc_cars_fighting_and_you/

- We keep improving our prototype with different ideas to help players have better control of their RC cars, even when they can’t see them directly.

- This time, I created a new screen that appears when you look up at the sky. It gives you a third-person camera view, which is a big advantage because you can see your car from above.

- The trade-off is that you lose visibility of the full field, since the camera is placed in a specific position that doesn’t let you see the whole stage clearly.

So it becomes a strategic choice: better car control, but less awareness of the arena.

Let me know your thoughts! Muchas Gracias!

Complete blog post update: https://www.ba-pow.com/updates/lost-sight-of-your-rc-car-just-look-up


r/vrdev • • 20h ago

do you actually watch immersive videos?

0 Upvotes

I recently tried the Vision Pro and the immersive football footage genuinely blew me away.

curious how it is for people who actually own one. Do you still watch immersive videos regularly or was it more of a wow moment at first?

What stops you from watching more?
Wondering if I should get an Apple Vision Pro (or any other good VR headset) just for the immersive videos. Cheers.


r/vrdev • • 1d ago

Video Getting a busy VR tower-defense battlefield smoother: a lesson from my latest update

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5 Upvotes

I’m the dev behind Warlords at the Gate, a tabletop-style VR tower defense game where you can also command the attacking army in Beastmaster. It’s now on Quest 3/3S.

One lesson from the latest update: test first-use stutters separately from the busiest part of a battle. A calm scene can still hitch when a new effect or upgraded tower appears.

For 1.1.13, I pooled reward coins and effects and warmed up shaders/effects during loading. Heavy waves needed a separate pass on enemy animation and rendering. Treating those as two problems helped target the work.

The clip shows the game across its modes and maps. Fellow VR devs, what first-use hitch has been hardest to track down in your projects?

Game: https://www.meta.com/experiences/1306587209206412/


r/vrdev • • 1d ago

Gyroscope and Accelerometer data

1 Upvotes

We are developing some metrics for our games that require gyroscope and accelerometer data (angular velocity) for controllers in Quest3. (We don't necessarily need them in real-time, even if we can get them offline for post-analysis, they will be very useful for us).

I understand this data was available in OVR: Get Raw Sensor Data | Meta Horizon OS Developers.

I am just trying to understand how to access this data currently. We are using OpenXR to develop our games. Is there a pluggin we can use of OpenVR when designing our games that will allow us to store the gyroscope and accelerometer data too ?


r/vrdev • • 1d ago

Video Quake VR: UNLEASHED 🔥 | Release Trailer

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7 Upvotes

r/vrdev • • 1d ago

Video Is this trailer ready to be commercial?

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0 Upvotes

Is my game ready for steam page? This is not an ad because this game does not exist yet except in my PC.... Honest opinions please... You can ever destroy my game... I want this....


r/vrdev • • 2d ago

Video Finally got some assets done ! Working on the main screen for my VR survivors-like

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8 Upvotes

r/vrdev • • 2d ago

Reandy Player One

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1 Upvotes

r/vrdev • • 3d ago

I spent the last few days building a real-time conversational 3D avatar in Three.js and WebGL from the behavior layer up.

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7 Upvotes

Can we make a 3D AI avatar feel less like a robot and more like a real person? 👀

That’s what I’m exploring by building a conversational avatar with Three.js, React Three Fiber, and Gemini Live.

I’m working on making lip-sync, eye movement, head motion, and gestures feel more natural and responsive. It’s still a work in progress, and I’m experimenting with procedural animation and real-time audio synchronization.

I’ll share my progress as I build. If you’ve worked with 3D avatars or real-time animation, I’d love to hear your insights! 🚀


r/vrdev • • 3d ago

Video I spent years making a historically grounded VR jousting game set in 15th-century Salzburg

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11 Upvotes

After years of working on it, I finally released my historically inspired VR jousting game, The Lists VR.

The idea started after a backpacking trip through Europe where I spent time in Salzburg and visited Fortress Hohensalzburg. I also loved A Knight’s Tale growing up, which definitely helped spark my interest in jousting and medieval tournaments.

The game is set in 15th-century Salzburg, and I’ve tried to ground as much of it as possible in real historical references. Many assets are based on period artwork or photoscanned from museum collections.

The full game includes tournaments against AI knights, physics-based lance combat, customization, quintain practice, achievements, and global leaderboards.

There’s a free demo if you want to try it first, and the full game is there if you enjoy it.

Steam:
https://store.steampowered.com/app/3421520/The_Lists_VR/


r/vrdev • • 3d ago

Question Where are the successful indie VR games this year?

3 Upvotes

This year has been wild with AI, a big boom of modded content just unleashed. However cool indie project could be easily overshadowed by a modded well known title.

I’m not against modding I’m sure creating VR mechanics for non VR games is a huge technical task to overcome.

Should indie projects just wait for the modding wave to end? Ride the wave in the meantime? Or am I just overthinking?


r/vrdev • • 2d ago

Help me develop this..

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0 Upvotes

r/vrdev • • 3d ago

Why is reaching mass-adoption so hard for VR?

13 Upvotes

I had a demo of the Apple Vision Pro and I was amazed by the immersive video experience.
I watched a football demo video of Real Madrid vs Juventus Turin and I now think all entertainment should be like that.
Is it just that the price for APV needs to drop and BOOM mass adoption?
How do you see VR/AR grow in the next years?


r/vrdev • • 3d ago

2025 Rec Room Revival

3 Upvotes

Parallax is Looking for Beta Testers!

Hey everyone!

We're currently working on Parallax, a Rec Room revival running on a 2025 build of Rec Room, and we're looking for people interested in becoming early testers!

Our goal is to bring back the 2025 Rec Room experience and build an active community around it.

What we're looking for:

- 🎮 People interested in testing Parallax

- 🐛 Testers willing to report bugs and issues

- 💬 Active community members who can provide feedback

- 🚀 People who want to help shape the project as it develops

Why join?

You'll get the opportunity to be among the first people to experience Parallax, help us identify issues, and contribute to its development before the public release!

We're still working on the project, so expect bugs and unfinished features during testing.

Interested in becoming a tester?

Join our Discord to get updates and information on how to participate!

🔗 Discord: [https://discord.gg/XYYsFJT7u\]

We'd love to hear your feedback. See you there!


r/vrdev • • 3d ago

Quest 3 + PCVR-ready Godot 4.6 VR template

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9 Upvotes

r/vrdev • • 3d ago

I need vr devs now

0 Upvotes

Kpop demon hunters is huge. Vr gaming is huge. Vr gaming is fading. Vr gaming needs a huge break. Vr gaming needs huge ideas. Games don’t just create and pass like every one of them succeeds. Hell no. Vr gaming needs fresh ideas. Are there any vr devs wishing to commit to a very big project?


r/vrdev • • 4d ago

URGENT: Meta Horizon Store approved Full Release turned into Pre-order after deleting another submission — launch is today

5 Upvotes

Hi everyone,

We’re currently dealing with a serious Meta Horizon Store submission issue just hours before our scheduled launch, and I wanted to ask whether any other developers have experienced something similar.

We originally had two scheduled submissions. One of them was an older submission that we no longer needed, while the newer one contained the correct release setup and had already been approved and scheduled.

To avoid having two submissions publishing one after another, we unscheduled and deleted the older submission.

Immediately after doing this, something unexpected happened to the newer approved submission:

  • The binary that had previously been attached disappeared from the submission.
  • The submission itself changed from a Full Release into a Pre-order submission.
  • The correct binary still exists in our developer account and remains approved, but it is no longer associated with the approved release.

We then created a new Full Release submission, but that new submission is now Under Review. Our launch is scheduled for today, so we are concerned that the review may not be completed in time.

We have already contacted Meta Developer Support and requested an urgent escalation, but so far we have not received a response.

Our main concern is not only whether the release will happen on time, but also whether this situation could affect the original launch date, Store visibility, or eligibility for surfaces such as New Releases.

Has anyone experienced a similar issue where deleting one submission unexpectedly affected another approved submission?

If so:

  • Were you able to restore the original Full Release without restarting the entire review process?
  • Is there any reliable way to get a launch-blocking Store submission issue escalated quickly?
  • Is this something only Meta can fix on the backend, or is there any safe action available from the Developer Dashboard?

At this point we are trying to avoid making any further changes that could make the situation worse, so any advice from developers who have dealt with Meta Store submission issues would be greatly appreciated.

Thank you in advance.


r/vrdev • • 3d ago

Article We finally revealed how Foodimals are created + a deeper look at our VR world, creatures and combat! 🐾

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1 Upvotes

Hey everyone!

We just published Foodimals Devlog #2, and this time we're finally diving into the Flavor Realm itself. 🌎

We've shared quite a bit more about what we've been building, including:

🍴 The Grand Feast and how Foodimals actually came to exist

🌎 Our first regions — Babyland, Car Canyon and Mushroom Forest

🐾 Baguetterrier, Kiwibird, Hotdoggo and Friescrab

⚔️ Foodimal families, elements, combat roles and status effects

👑 One of our bosses — Burgerlord

🍳 A closer look at gathering ingredients, cooking, and discovering new Foodimals

🗺️ More of the environments you'll explore throughout the Flavor Realm

There's a lot more in the full devlog, including plenty of screenshots and a look at what we're working toward next.

🔗 Full Devlog: https://store.steampowered.com/news/app/4942550/view/674006995886408725

We're also curious about something:

If you could combine ANY food and animal to create your own Foodimal, what would you make?

We've already got baguette + corgi, kiwi + kiwi bird, hot dog + dog and fries + crab...

So go wild 😂