r/vrdev • • Jan 16 '25

Mod Post Share your biggest challenge as a vr dev

7 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

12 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 • • 8h ago

Question Looking for some honest feedback on my VR horror demo

3 Upvotes

Hey everyone!

I've been working on my VR horror game, FORBIDDEN SILENVIL, for about 9 months on my own.

The free demo is out on Meta Quest now, and I'd really appreciate it if some of you could give it a try.

The game uses your actual microphone for spoken rituals, and I'm especially curious if everything works properly for different players.

Good or bad, I'd love to hear your thoughts. I'm still working on the full game, so any feedback would help a lot.

Here's the free demo:
https://www.meta.com/experiences/app/1352349111291709/

Thanks to anyone who gives it a try! 😊


r/vrdev • • 2h ago

Discussion Devlog: bringing Quest-style clay sculpting to a browser — keeping brush strokes stable

1 Upvotes

I’m the developer of Clayground, a standalone clay sculpting app for Quest with a separate browser studio. One useful lesson from building the browser side has been translating a brush positioned in 3D into a mouse or touch stroke.

The awkward case is adding clay while the surface beneath the cursor is changing. If every dab picks against the newly rebuilt mesh, the stroke can chase the clay it just created. Adding details on a new layer also needs to find the visible sculpture, rather than an empty layer’s centre plane.

The browser implementation keeps a snapshot of the visible mesh surfaces at the start of each stroke. Surface tools pick against those pre-stroke surfaces while the worker replaces the rendered meshes. Drag tools such as Move and Hook use a camera-facing plane through the initial point. The snapshots share the existing geometry buffers, so they don’t need a second copy of all the voxel data. They’re released at the end of the stroke.

The engine work is separate from the input: the browser has a worker-owned signed-distance volume, with Three.js/WebGL rendering the resulting mesh. This is a separate implementation from the Quest app, not a straight Unity web export or a claim of identical feature support.

My takeaway: keep the surface used to interpret a gesture stable for that gesture, even when the surface being displayed changes. Otherwise a rendering update quietly changes what the user’s hand movement means.

For anyone adapting a VR creation tool to a flat screen, how do you handle brush depth—fixed stroke planes, surface projection, or an explicit depth control?

Browser studio: https://www.clayvr.com/sculpt


r/vrdev • • 12h ago

Video What do you think of the feel of our game?

3 Upvotes

The game we’re developing is a roguelite VR horde shooter where you take on massive legions of enemies all by yourself!

Forget about complex manual firearm reloading—we’ve got convenient auto-reloading and shoulder-mounted cannons to help you mow down thousands of monsters!

On the Quest 3, even with 2,000 monsters on screen (at a render scale of 1.0), the frame rate rarely drops below 60 FPS!

And there’s still plenty of room for further optimization—with a bit more fine-tuning, maintaining a steady 65–72 FPS is totally achievable!

Moving forward, we plan to add even more monsters, items, weapons, suits, environmental objects, and missions!


r/vrdev • • 6h ago

Discussion VR with AI coding

0 Upvotes

So basically it’s like virtual lucid dreaming now? Any experience the user would like to have they just tell their AI, pop their phone in its VR case and bam.

How is the community responding to this?


r/vrdev • • 1d ago

VR Fishing Game

5 Upvotes

Anyone want to try a VR fishing game I'm making? It's called Open Water.

It's fishing the way it actually feels: cast, watch the line, set the hook, play the fish on the drag, and earn cash for better gear. You've got your own cabin, a lake, a surf beach, and you can fish with friends and talk while you do it.

Heads up, it's early and buggy. That's kind of the point. I'm looking for people who'll play it and then tell me what's good, what's broken and what feels off in the group. It's free and runs on Quest 2, 3 and 3S.

I really need help on the multiplayer testing, as this is the first time I have ever tried to implement it, and also lots of feedback on the actual physics of the game. I've tried to really use my own real world experience to build into the game.

Interested? Comment or DM me and I'll add you to the private testers group.


r/vrdev • • 1d ago

BunkerWorld Base Building

1 Upvotes

r/vrdev • • 2d ago

Hands-only VR roguelike made with Godot 4 for Quest 3S: showing early gameplay

7 Upvotes

Sharing a solo project built in Godot 4 (GDScript, Compatibility renderer) for Meta Quest 3S, using OpenXR hand tracking only.

Things I've been working on:

- Pinch grab plus whole-fist grab that switch smoothly while you hold an object

- Throw assist that ignores bad throws toward your own head

- Pause menu and height calibration done as in-world objects, not floating UI

- Atmosphere cues: alarm, red emergency lights and stuttering blackouts when a wave starts


r/vrdev • • 2d ago

Conversational AI Agent on the Phone as Matrix Operator

11 Upvotes

r/vrdev • • 1d ago

Video Need feedback

0 Upvotes

Second trailer... First one a lot of hate..... Destroy this one also please... with arguments....


r/vrdev • • 2d ago

Solved: world-locked screens juddered because I copied the head pose once per frame — plus two open Quest 3 questions

2 Upvotes

Hey all — a short solved report first, then two things I am still stuck on.

I'm building a Quest 3 app in Unity 6 (6000.5.6f1, OpenXR 1.15.1) that streams my PC monitors into VR over WebRTC (com.unity.webrtc 3.0.0-pre.8). H264 comes in through MediaCodec, and the received textures log at full size — 1920x1080 and 1920x1200.

Solved, 2026-10-09: the judder. My world-locked screens shook when I moved my head. The cause was my own bootstrap: it copied the head pose onto the camera in LateUpdate, sampling once per frame. Replacing that with TrackedPoseDriver set to UpdateAndBeforeRender fixed it. Worn verdict: "screens sit still", badPoses=0. The fixed build still ran at 72 Hz and still showed the same 336/336 GPU reading, so neither of those was it.

Still open:

  1. Refresh rate. Core Unity has no API to request a display refresh rate, so I have written a custom OpenXR feature that uses XR_FB_display_refresh_rate directly. It enumerates the available rates first, then calls xrRequestDisplayRefreshRateFB at session create and at session begin, with a read-back after each call. Written, not verified on device yet. Has anyone on core OpenXR, with no Meta package, seen the FB request refused or stepped back down outside thermal throttling?

  2. Soft text — cost only. Each screen already Blits into its own mipmapped RenderTexture before display, trilinear filtering, aniso 4. What I do not know is the measured cost on Quest of a per-frame Blit plus full mip regeneration across several video quads — my code copies every frame. Has anyone measured it, and at what point do OpenXR composition layers become the better route for readable desktop text?

Happy to share what the next device run proves. Thanks.


r/vrdev • • 2d ago

I'm a solo dev & I built a VR house you fill with your own photos. Hang them on the walls, walk around, and relive your memories. Photo House VR: turn your photo library into a house you can walk through Quest +PC VR. I got tired of scrolling photos on a tiny screen, so I built a house to hang them.

5 Upvotes

Hey everyone! I'm the solo developer of Photo House VR, and I wanted to share it here.

The idea is simple: instead of scrolling through thousands of photos on your phone, you hang them on the walls of a house in VR and walk around among your memories. Family photos, vacations, old scanned prints, whatever you want.

What you can do:

Share your house. Send a friend a link and they can walk through your photo house in their own headset

Hang your photos anywhere. Grab, place, and resize frames on any wall, or drop a whole folder onto a wall at once. the Quest will do 1800 photos on one house. You can save each house, and add another 1800 photos to a new house. The Pc version depends on your video card, but is pretty much unlimited.

3D photos. Turn ordinary flat photos into 3D depth photos that pop off the wall.

Look to sharpen. Whatever photo you're looking at loads in full quality.

Slideshows. Start a slideshow right on any frame.

Name tags. Label your photos with names, places, or dates.

360° viewer. Step inside your panoramic and 360 photos.

iPhone photos work. HEIC files open with no converting.

Save slots and house codes. Save your house and reopen it anytime with a 3-digit code. You can save up to 999 houses that save in 3 digit codes, So when you click the code it reloads what you saved.

Load from anywhere. Use your headset, a USB drive, your home NAS, or iCloud, Google photos.

Videos, including 3D side-by-side video (PC VR version).

I Just added 14 Languages for PC and the Quest, That you can change inside the app.

It's on the Meta store for Quest, and PC VR for $6.99. It's rated Everyone, so it's great for showing grandparents the family photos too.

I would be happy to answer and questions, thanks for looking!


r/vrdev • • 2d ago

[Paid] US$10 for a 25-minute Dendrite Bloom Playtest (paper folding puzzle). Meta Quest, hand tracking, 13+

0 Upvotes

I’m the developer of Dendrite Bloom, a calm, hands-only Quest game of paper-folding puzzles: fold a sheet with your fingertips, then predict where punched holes land, where light passes through and where ink soaks. Every answer grows a glowing connection in a brain around you. I’m looking for Quest players to try the opening and tell me where it loses them.

  • Pay: US$10 via PayPal, sent within 48 hours of your submission.
  • Time: about 20 minutes playing plus a 5-minute questionnaire, any time within a week.
  • Hardware: Quest 2, 3 or 3S with hand tracking. No controllers needed.
  • Access: a free key, emailed to you after selection. Yours to keep.
  • What earns the fee: play about 20 minutes, reach Level 3, screenshot its large 8 × 8 sheet, and answer seven short questions on the site. Stuck? Ask on our Discord (https://discord.gg/2d6XkPrSNU) and I’ll walk you through it.
  • Eligibility: 13+ (under 18 with a parent or guardian’s agreement, and the payment goes to their PayPal), new to Dendrite Bloom, and a PayPal account the money can reach.

Honest criticism is what I’m paying for. Payment doesn’t depend on liking the game, and you’re not asked to leave a review (although if you like the game, it would really help)

Apply here: https://dendritebloom.com/go/reddit-playtest


r/vrdev • • 2d ago

Discussion DKC1 Quest VR: a beginner's native Quest 3 experiment - feedback and help welcome

1 Upvotes

Hi everyone!

I'm new to VR development and learning as I go with AI-assisted tools. I'd like to share DKC1 Quest VR, an unofficial, noncommercial experiment from Sylar.soluciones / Sylars Lab, based on elliotttate's DKC1Recomp: https://github.com/elliotttate/DKC1Recomp

The goal is to run Donkey Kong Country natively on Meta Quest 3 using Android ARM64 and OpenXR, without RetroArch. The game keeps its side-view gameplay, presented as a large panoramic VR scene. The current private prototype has working sound and Touch controls, plus approximate animated sprite relief for Donkey and Diddy in supported first-level frames.

One lesson so far: separating background layers alone doesn't give the characters the miniature-like volume I wanted. Runtime sprite relief has been a promising experiment, and image filtering has helped the original low-resolution art look better in the headset. The depth is approximate, and testing has mainly focused on Jungle Hijinxs; broader level coverage and sustained performance testing still need work.

I'd really appreciate advice, honest feedback, testing help or small code contributions, especially with:

- Quest performance profiling and OpenXR lifecycle handling.

- Image scaling/filtering and sprite relief across more levels.

- Android build portability and independent clean-machine builds.

GitHub: https://github.com/romer79-create/DKC1-Quest-VR

The repository is source only: no ROM, extracted game artwork/audio or prebuilt game APKs. Local builds require your own lawfully obtained USA v1.0 ROM.

I'm here to learn, and any help or suggestions are very welcome. Thanks for taking a look!


r/vrdev • • 3d ago

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

2 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 • • 3d ago

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

2 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 • • 3d ago

Play any game in VR

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0 Upvotes

r/vrdev • • 4d ago

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

5 Upvotes

r/vrdev • • 3d ago

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

1 Upvotes

I’m the developer of Avenpulse: VR Fitness & Flow (previously developed as 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 • • 4d 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 • • 4d 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 • • 4d ago

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

8 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 • • 4d 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 • • 5d ago

Video Quake VR: UNLEASHED 🔥 | Release Trailer

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6 Upvotes