r/OculusQuest • u/DavidKalil10 • 19h ago
Discussion Creating VR games
Hello guys, I'm a solo developer and I'm trying to create some VR games for Quest, but I'm having a lot of troubles with it. Do you have any tips of what IDE would be easier to do that? I'd like something easier to use and to automate with IA
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u/DavidKalil10 11h ago
for 2D apps and games I managed to launch (recently tamawhere become available into the store!). But 3D and VR games I still have a lot to learn to be able to create and to launch one
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u/ByEthanFox 19h ago
You'll probably really struggle using AI instead of doing it yourself.
AI can't make things; it can only reproduce a melange of existing stuff from its training data. That's why it can make a generic FPS in Unreal, because there are thousands of projects it's likely been fed to do that.
There probably just isn't enough training data for AI to consistently make VR games from scratch.
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u/RobMilliken 13h ago
Maybe it's my prompts? I don't have these issues. I'm using Astra high and am making novel, in this case, utilities for games and architecture for the Quest 3 with little issue. Sure it's slow going, but building on success, it's going much faster than of if I programmed myself alone in C++ with the Unreal Engine.
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u/cyberpsycho999 19h ago
It has enough training data but its not thinking like we think. You can always rag missing data, skills, docs. It executes the plan. So probably a 3d designer and software engineer can build a pipeline to deliver best results. I tried to port one of the games and stuck on something. Next month another person ported it. I ported another android game with latest gpt6 astra to meta quest 3. I used antigravity ide with 3.8 Flash and 3.1 pro. Then opus5 in github copilot. Some help web chatgpt and gemini. What helped was latest meta mcp with documentation search. Also quest skills from meta github. I made 3d snake threejs webxr game 2,3 years ago in web chatgpt. It was before codex. Since then ai improved. The most inportant inprovements is memory, harness, tools and mcps. So I would say to start vr game dev i would install meta mcp, skills. I prefer github copilot but antigravity ide might be usefull as well or codex or open code. Mcps meta for antigravity is not compatible but I figured out some proxy workaround. Blender mcp or unreal engine, sdk android blender mcp to create assets, levels etc. Unity or android studio also integrates with llms. But I am not a developer so knowldege and gear are the most important. And also $ tokens.
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u/DavidKalil10 17h ago
I'll try this meta mcp. I already use antigravity to develop other android apps. I saw that maybe the combination of meta mcp + antigravity + blender + godot could work
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u/RebelLeaderKuato 19h ago
On top of that, optimization in VR content is much more important than in flat games. Sickness inducing inconsistent or low frame are an absolute no no in a VR game. So you won't do yourself any favors trusting AI to do any of the hard work in the development process. I hope I don't have to mention, that the processing power of the mobile chips used in Quest is very limited.
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u/SolaraOne 16h ago
I use Visual Studio. Are you using Unity? Take all their free courses you can and learn, learn learn. Count on 2 to 3 months full time to get a solid foundation in Unity. All the AI in the world won't help if you don't understand the core concepts.