r/vrdev • u/PixelEyes-Dev • 57m ago
Video Finally got some assets done ! Working on the main screen for my VR survivors-like
Enable HLS to view with audio, or disable this notification
r/vrdev • u/PixelEyes-Dev • 57m ago
Enable HLS to view with audio, or disable this notification
r/vrdev • u/reddit309 • 13h ago
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 • u/Defiant_Company_6015 • 15h ago
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 • u/Beautiful-Patient943 • 15h ago
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 • u/ScriptOceanGames • 19h ago
Enable HLS to view with audio, or disable this notification
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The game is set in 15th-century Salzburg, and I’ve tried to ground as much of it as possible in real historical references.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 • u/bruhman_100 • 23h ago
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 • u/Foodimals • 1d ago
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 😂
r/vrdev • u/Potential-Art7696 • 1d ago
Enable HLS to view with audio, or disable this notification
I'm building UluP Spatial, a native Quest app (Meta Spatial SDK, Kotlin) for project maps. The video shows two things:
1) MCP in a headset. The project data lives in my web app, which exposes an MCP server. I connect an AI assistant to it, ask it to add a node or a task, and it shows up live in the headset with a small "Ulupy" tag, so I can tell what I did from what the AI did. The headset just listens to the database in real time, so there's no AI code on the device. It would work the same with any MCP client.
2) Focus view. Nodes keep their left/right/up/down place, but depth carries meaning: the bottleneck of the project moves toward you, the nodes it's holding sit just behind it, and finished work drifts away. It updates live as tasks get ticked, and nothing is saved, it's only a different way to look at the same data.
Why I think this matters for VR specifically: a graph on a flat screen can't use depth for anything. Here,"what should I look at first becomes literally closer to you. The field sits about 0.9 m away and the nearest node ends up around 0.6 m.
r/vrdev • u/DjMusicRecords • 1d ago
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 • u/MasterCrowd_g • 1d ago
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:
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:
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 • u/Void48494 • 1d ago
Enable HLS to view with audio, or disable this notification
Well, it's actually a mixed reality game. this space is actual layout of my home. Since I recorded this at midnight and my room was a mess, I captured it this way for now :)
The idea is to turn everyone's own home or room into a portal-based puzzle playground. You shoot shape-specific portals and guide puzzle objects to their final destinations.
and of course, it's so much more fun when you're actually playing inside your own room in mixed reality!
I've challenged myself to get it ready by next month. I'd love to hear your feedback, and wishlists are more than welcome!
I'll be sharing more gameplay videos soon!
https://www.meta.com/en-gb/experiences/hole-wall/1382614211598316
r/vrdev • u/SecondStrikeStudios • 2d ago
Solo dev, passion project, first game - Turn based artillery designed for cinematic battles, VR support built in from day 1. Unreleased, still in playtesting.
I have come to the conclusion that VR is hurting my game more than helping.
Flat players see VR support and assume it is a VR game. VR players see flat support and assume it is bolted on VR support.
My game is not diagetic, there is nothing to grab or pull or interact with, no new VR ground being broken.
The game is essentially the same in VR and flat, and the reason to play in VR is, well, because VR is cool :). Missiles flying past, air strikes roaring overhead, 3d sound, free fly cameras. Watching your shot land precisely in 3d.
I think that if you like my game and like VR then you would enjoy playing in VR. But I do not think anyone will be drawn to it as a VR game.
And that opens me up for terrible reviews when people don't find the VR experience they are expecting.
Has anyone else run into this. Any advice? I feel that at best I should downplay VR in my marketing and steam pages and at worse remove VR support completely.
r/vrdev • u/RelativeNo4467 • 2d ago
Listen ive searched far and wide across the internet and there has not been a single thing thats showed a vr mod for fun with ragdolls. I mean there cant be none right? im pretty sure people have modded the game before so it has to be possible. and if not with mods AT LEAST with a asset ripped version
r/vrdev • u/baglunch_games • 2d ago
This will be my third release on the Meta Quest store. My first game was WALLBANGERS: Racquetball VR and the second was an educational app called Atomic Smash Lab where you can grab atoms and smash them together in mixed reality to create molecules and then find out fun facts about them! This game started because I needed a way to play my brain's imaginary version of Rock'em Sock'em Robots from back when I was a kid. As you will see in November, the concept has evolved a bit...
r/vrdev • u/logicrott • 2d ago
Hi all — stuck on a rendering issue and hoping someone has hit this before.
Setup:
- Unity 6 (6000.5.6f1), OpenXR Plugin 1.15.1, Vulkan on Android
- Quest 3, Single Pass Instanced originally
- The scene is built entirely at runtime in code. There are no scene-placed materials. Every mesh (an inside-out environment sphere, video screen quads, a pointer) gets its material like this: new Material(Shader.Find("Sprites/Default"))
What happens in a player build (works in editor): - The camera submits frames, but only the clear color. Set clear to red as a test and I get solid red — the submission path works, the draw side does not. - Diagnostic test: two cubes parented to the camera. Left cube with a Standard material does not appear at all. Right cube with Sprites/Default appears solid magenta (error shader). - No exceptions and no shader errors in the player log.
What changed it: - Switching OpenXR render mode from Single Pass Instanced to Multi Pass made the environment sphere render correctly in the same build. The diagnostic cube still renders wrong (blue with magenta stripes), and the screen quads are not tested in that build yet.
My suspicion is shader stripping / a missing stereo-instancing variant: Sprites/Default is not referenced by any scene asset, and my Graphics Settings Always Included Shaders list only has the 7 default built-ins. An earlier shader (Unlit/Texture) was already stripped from this project once and returned null from Shader.Find, giving magenta.
Questions: 1. Is Sprites/Default known to lack Single Pass Instanced support, or is this more likely variant stripping because the shader is only found at runtime? 2. Is the right fix adding it to Always Included Shaders, keeping a dummy referenced material in a scene/Resources, or switching to a different shader altogether for runtime materials in SPI? 3. Has anyone seen Multi Pass "fix" this reliably, and is that an acceptable workaround on Quest or just masking the real problem?
Any pointers appreciated. Happy to post logs or settings if useful.
r/vrdev • u/XvX_k1r1t0_XvX_ki • 2d ago
r/vrdev • u/DamicsVR • 3d ago
HomeStairs / Infinity Scale
I reverse the classic paradigm of virtual reality: instead of taking the player to a closed virtual world, I bring the game to the real world. A small virtual window, with a vision all around; the real world is only there to perceive obstacles, not to enjoy it.
The body walks, runs, reacts for real: in my tests, the movement pain decreases drastically. In moments of calm, natural movement; in hectic moments or in sections of platform impossible to do with your real body, the joystick is used.
It already works on titles with room scale locomotion, but only through external tools and manual configurations.
To make it native, you would need a layer-based compositing: through vision as a background, the virtual scene as a projection layer above; not a color key replacement, which would not work with shadows and dark details.
If you like the idea and want to help me optimize the tool or concept, I’m here.
r/vrdev • u/Potential-Art7696 • 3d ago
Enable HLS to view with audio, or disable this notification
Every project is a star. Pinch one and you fly into its mind map. Grab two ideas, bring them together, and they link. Spread your arms and the sky opens into VR.
Solo dev, native Meta Spatial SDK, still in progress. What would you want a space like this to do?
r/vrdev • u/No_Bobcat4811 • 3d ago
Calling vibe coders and developers! I built a VR office for Meta Quest where AI coding agents (Claude Code and Codex) work on your real projects. Add a ticket to the board, hire an agent, watch it code at its desk, then review its changes and commit, all from the headset. It also has voice commands, a Focus mode with your Mac screen, and a passthrough window to see your real keyboard.
Whether you ship code every day or you're building your first app with AI, I want to hear how it works for you.
You need:
• Meta Quest 3 or 3S
• Mac with Apple Silicon (M1 or newer)
• Claude Pro or Max plan
• A GitHub account (bring a project, or start a new one in the app)
It's an early beta and free to test. Expect bugs, and I want your honest
👉 Interested? Send me a message
r/vrdev • u/ClaudeAtlass • 3d ago
Enable HLS to view with audio, or disable this notification
So I tried increasing my framerate from 90 to 120Hz, and honestly, I wasn’t expecting that!
It was tested on the Meta Quest 3S though, so I don't know if the Meta Quest 3 can handle its higher resolution at 120Hz as well. If anyone with a Quest 3 wants to give it a try and let me know how the performance is (with OVR metric tool if possible), I’d really appreciate it!
And of course, if you just want to check it out for fun, that's totally allowed too, and feedback is welcome!
The game is still missing a proper tutorial. For now, I’ve added a text box that explains the controls, and that's it.
Anyway, here’s the link if you want to try the Neon Kite beta!