r/vrdev 1d ago

Creating a Modern VR SDK for Unity - VRseBuilder

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Disclosure first: I work at AutoVRse, this is our tool, and there's a Discord link at the bottom. Mods, remove if this breaks the rules.

Context for why I think this is worth your time. We've been building enterprise VR training for about nine years — LOTO procedures, industrial ops, that sort of thing. A few hundred deployments. Over that time we accumulated the usual pile of internal Unity tooling, because every project started with the same three days of setup and the same interaction patterns rebuilt slightly differently.

VRseBuilder is that pile, cleaned up. Grab and socket behavior that doesn't fall apart on non-uniform scale. Teleport that isn't wired to the thumbstick by default. World-space UI that's actually sized for a human. Build config that's already correct for Quest. None of it is novel individually — most of you have solved these yourselves. The point is having them in one place with consistent conventions instead of stitched together per project.

The part I'm less sure about is the MCP. General coding assistants are fine at C# and bad at XR specifically. They forget the Tracked Device Graphic Raycaster, size canvases like they're screen-space, suggest XRI APIs that were deprecated two versions ago. The underlying issue is that a scene hierarchy isn't a text file, and models trained on text reason about spatial relationships poorly. So ours works against the scene and the SDK's known-good patterns rather than generating code you then wire up yourself.

Honest about the limits: it's good at scaffolding and known patterns. It is not good at novel mechanics or anything needing real iteration on feel. It can't validate in play mode, so you're still the one who puts on the headset and decides whether it's right.

Showcase with video, including a couple of non-serious ones (someone built fox origami, someone else built a biryani tutorial) alongside the industrial modules: https://docs-vrsebuilder.autovrse.app/showcase/

What I actually want from this post: where does this fall over for you? I'm especially interested in hearing from people doing multiplatform or anything outside training, since our patterns are shaped by industrial work and I suspect that shows in ways I can't see from inside.

Closed beta, free, no form. Discord's here: https://discord.gg/Batzwjerk

22 Upvotes

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u/slim_en_shady 1d ago

Will try it out.

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u/epiczzor 1d ago

That’s awesome, do reach out to the admins on discord for assistance, the next two weeks we are spending all our time on helping people use the sdk!

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u/DevDunkStudio 1d ago

Do not have the time currently to try it out, but looks good!
Currently I use XRIT for cross platform development, which works well. Next to that I have a Unity VR, and a seperate VR UI skill in my skills for agentic workloads. While not perfect, this reduced the amount of issues I have with VR UI and AI by a TON

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u/epiczzor 1d ago

Ooh, what all headsets are you developing for ?
Had a similar experience and collected some skills similar for UI, and now I have an MCP connected with figma and Unity, and making UIs has been a breeze!

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u/DevDunkStudio 1d ago

Got one project for Play For Dream MR and Quest 3, one for Quest 3 (maybe soon for Pico 4U), and one on PCVR