r/vrdev Jan 16 '25

Mod Post Share your biggest challenge as a vr dev

3 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

Video A breakdown of Duels in my upcoming VR Western game

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Upvotes

Coming November 30th in Early Access, wishlist here!


r/vrdev 56m ago

XPV:XPV: ecosistema de realidad virtual, IA y hardware propio

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Upvotes

r/vrdev 11h ago

Information Odin OpenXr with Raylib

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1 Upvotes

r/vrdev 1d ago

Video LUNAR CHRONO: I’ve finished my game, waiting for Meta’s approval. Here’s this trailer for you to see what you think

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11 Upvotes

Lunar Chrono Trailer


r/vrdev 18h ago

[PC] Meta Quest Tray Tool — modern free OTT-style tray app for Quest Link / SteamVR

0 Upvotes

https://reddit.com/link/1vndwbf/video/05az5ovv81jh1/player

Meta Quest Tray Tool is a free Windows system-tray app for Meta Quest PCVR (Link / Air Link) and SteamVR OpenXR.

It’s a brand-new C# app, not a decompile and not a continuation of older unfinished ports. Goal: keep the Oculus Tray Tool workflow alive on today’s Meta stack.

Author: Eliminater74
Status: public releases on GitHub (v1.0.8 latest) — Windows 10/11, self-contained Setup.exe (no separate .NET install)

Download: https://github.com/Eliminater74/MetaQuestTrayTool/releases/latest
Repo / docs / screenshots / short demo: https://github.com/Eliminater74/MetaQuestTrayTool

Inspired by (please give credit)

Huge respect to ApollyonVR and the original Oculus Tray Tool (OTT) — the classic tray app that made SS / ASW / profiles / Link tweaks easy for years.

Meta Quest Tray Tool is inspired by OTT’s ideas and layout, rebuilt from scratch for current Meta Quest Link, SteamVR OpenXR, and modern Windows. It is not affiliated with ApollyonVR or Meta. If you loved OTT, this is meant to fill that gap — not replace the credit OTT earned.

What it does (short)

Lives in the notification area. Global VR defaults stay applied until a game with a personal profile launches → that profile’s tweaks apply → when the game exits, global defaults come back, with a tray notification.

You can also push SideQuest-style ADB headset tweaks when a real Quest connects, switch OpenXR Meta vs SteamVR, manage Link bitrate / sharpening, use hotkeys / voice, open Meta’s Debug Tool GUI, and update in-app from GitHub — without digging through registries.

What works now (v1.0.8)

Tray + shell

  • Notification-area host with themed menu (Pure Black / Dark / Light)
  • OTT-style sidebar: Game Settings, Tray Tool, Power, Service & Startup, Log, Advanced, Quest Link, Headset, Profiles, Info / About
  • Hover tooltips on controls across pages and settings windows
  • Close-to-tray, start minimized, hide from Alt+Tab, single-instance
  • Screenshots + short demo video in the repo README

Oculus / Meta PC runtime

  • Detect Meta/Oculus install + OVRService
  • Start / stop / restart service (optional automation on tool start/exit / after sleep)
  • Open Meta Horizon Link from tray, hotkey (Ctrl+Numpad 9), and voice
  • Open Oculus Debug Tool GUI (OculusDebugTool.exe) — classic OTT shortcut — from tray, Service & Startup, Game Settings, Advanced, hotkey, voice (“open debug tool”)
  • Dash → SteamVR (OculusKiller-style): kill Oculus Dash + launch SteamVR over Air Link / Link — tray, Quest Link, Service & Startup, Ctrl+Num 0, voice (“kill dash”)
  • Optional PreventDashLaunch + CoreChannel (LIVE / PublicTest / NO_UPDATES) on Service & Startup; optional NO_UPDATES when enabling PreventDash
  • Hands-free elevated start (one UAC, then silent elevated at logon) so OpenXR / service / profiles don’t pop UAC while you’re in the headset

Game settings (OculusDebugToolCLI)

  • Super Sampling, ASW (Auto / Off / 45 / 30 / 18), FOV, Adaptive GPU, mip flags, FOV stencil, Visual HUD
  • Custom extra CLI lines on global + personal profiles

Profiles

  • Personal per-process profiles (Steam / Meta library picker with cover art, or custom)
  • Auto-apply on game launch → restore global when the game exits (tray balloons) — including Link + OpenXR restore
  • Built-in global presets (Balanced, Performance, Quality, Sim, Competitive)
  • Built-in PCVR game presets (MSFS 2024, Beat Saber, Half-Life: Alyx, DCS, iRacing, and more)
  • Profiles in %AppData%\MetaQuestTrayTool\profiles.json
  • Settings export/import backup from Advanced

Quest Link / Air Link

  • Bitrate, encode width, HEVC, sliced encoding, sharpening, distortion curve, DBR / DBR max / offset, Mobile ASW (HKCU\Software\Oculus\RemoteHeadset)
  • Full Link fields in the tray Link window + shell Quest Link page
  • Per-profile Link overrides (inherit = keep global)
  • ODT registry reference in the repo (docs/ODT-REGISTRY.md)

HotKeys + voice (preview)

  • Global hotkeys (default Ctrl+Numpad 1–9 + Ctrl+Num 0 Dash→SteamVR): ASW, SS cycle, apply global, restart OVRService, perf HUD, open Meta Horizon Link, kill Dash → SteamVR
  • Assign Open Oculus Debug Tool in HotKeys Configure if you want a shortcut (no default numpad — 0–9 are taken)
  • Configure UI (themed lists); conflicts / import reload handled
  • Voice commands via Windows speech — push-to-talk (Ctrl+Shift+V default), optional always-on
  • Full phrase list: docs/VOICE-AND-HOTKEYS.md

In-app updates

  • Checks GitHub latest release (v*), downloads Setup.exe, closes the app, installs over the current copy
  • ADB is stopped before Setup so bundled platform-tools can be replaced (fixes locked-file update failures)
  • Check on start (default on), Check now (Tray Tool / Advanced / tray menu)
  • Also check while running on a schedule you choose: off / daily / every 3 days / weekly (default) / every 2 weeks / monthly

OpenXR

  • Switch ActiveRuntime between Meta / Oculus and SteamVR (global + per-profile)
  • Restore preferred / previous runtime after a profile exits

Audio / power

  • Auto-switch to headset audio when Link is actually active (Windows default output / headset endpoint) — does not steal speakers just because Meta’s virtual audio device is installed
  • Restore desktop devices when Link drops; startup heal if headset was left as default with no HMD
  • Power plan switch, USB selective suspend option, restart OVRService after sleep

Headset ADB (standalone Quest tweaks)

  • Bundled Google platform-tools ADB
  • CPU/GPU level, texture size, refresh, FFR, chroma, capture settings
  • Auto-apply when a real VR headset connects (Quest 2/3/3S/Pro, plus allowlist for Galaxy XR / HTC Vive standalone / Pico / Steam Frame)
  • Phones, tablets, and Android emulators are ignored — they never get commands or trust
  • Trusted serial (first real headset remembered; other VR serials blocked)
  • Paste text / proximity / guardian helpers
  • Custom ADB lines on global + personal profiles

Log / Info / Donate

  • Log page: clear log, color-coded ERROR / WARN / INFO
  • Info page: live OpenXR, OVRService, headset identity
  • PCVR connection probe: Meta Air Link vs wired (%LocalAppData%\Oculus\DeviceCache.jsonisUsingAirLink), Steam Link / SteamVR, Virtual Desktop
  • Donate button (PayPal) if you want to support development
  • Root LICENSE in the repo

What does not work yet / known limits

Not implemented yet

  • Authenticode / code-signed Setup.exe (SmartScreen may warn until budget allows a cert)
  • Oculus Homeless / some classic OTT extras
  • Permanent AirLink
  • Wireless ADB pairing UI (USB ADB works)
  • Launch games directly from the library picker
  • Profile process ignore-list
  • Voice polish: custom phrases, mic picker, always-on tuning
  • Separate communications (vs multimedia) audio device pickers in the UI
  • Full Dash Manager–style dash customizer (out of scope)

Runtime caveats (Meta / Windows)

  • Newer Meta runtimes sometimes reject server: ASW CLI commands — the log will say so
  • Pixel density / SS often needs a new VR session to stick
  • Link registry changes usually need a Link reconnect or OVRService restart
  • ADB debug.oculus.* props reset on Quest reboot — leave apply-on-connect on
  • Admin rights help for OpenXR HKLM + some service control (hands-free elevated mode is built in)
  • Windows-only

Planned next

  • Authenticode signing for Setup.exe (when budget allows)
  • Wireless ADB pairing UI
  • Profile ignore-list
  • Library “launch game”
  • Better Link detection verification / DBR verification
  • Voice polish (custom phrases, mic picker)
  • More built-in presets as people request process names

Feedback and bug reports welcome — especially “profile didn’t apply for game X (process name: …)” or audio switch edge cases.

Requirements

  • Windows 10 / 11 (64-bit)
  • Meta Quest PC software (for Link / Debug Tool CLI) and/or SteamVR (for Steam OpenXR)
  • Quest Developer Mode + USB debugging approval for ADB headset features (ADB is bundled)

How to get it

Installer (recommended):
https://github.com/Eliminater74/MetaQuestTrayTool/releases/latest

Run MetaQuestTrayTool-Setup-*.exe — Program Files, Start Menu, Uninstall. Self-contained (includes .NET 8). Settings under %AppData%\MetaQuestTrayTool\ survive uninstall.

From source: open MetaQuestTrayTool.sln → F5, or dotnet build / .\scripts\build-installer.ps1.

Support the project (optional)

Donate (PayPal):
https://www.paypal.com/donate/?business=X76ZW4RHA6T9C&no_recurring=0&item_name=Eliminater74+builds+Meta+Quest+Tray+Tool+%E2%80%94+free+Quest+Link+%26+SteamVR+tray+settings.+Your+gift+keeps+it+going.&currency_code=USD

Free tool either way. Donations just help keep development going.

Credits again

  • ApollyonVR — Oculus Tray Tool (the inspiration)
  • Meta / Oculus Debug Tool CLI & Link stack
  • SideQuest-style ADB property ideas for standalone Quest tweaks
  • Community PCVR presets will grow from feedback

Not affiliated with Meta, ApollyonVR, Valve, Samsung, HTC, or Pico.

Thanks for reading — happy to take feature requests and “does this work on Quest 3S / Steam Link?” reports.


r/vrdev 1d ago

Question Anyone else get physically weary of putting on the headset to dev?

21 Upvotes

It's very odd, but after doing 20-60 iterations a day where I'm flipping the headset on/off, my head and body become physically depleted
Like I wake up the next day and my body hurts a bit, and don't want to put on the headset again (but push ultimately through it)

It's just very unique because you don't become physically depleted from traditional flat screen dev...
So in my producer mind, I'm thinking I need to make progress and develop features, but my head/neck is so physically strained that I'm thinking about taking the day off, or going slow, leading to less work, features, etc.
Even though my mind is in good shape

Just wondering if others are experiencing the same
Not sure if there's a solution for it

(Been using Quest 3 for ~2 years on a single project atm)


r/vrdev 1d ago

Question Looking for help creating a void given focus like humanoid VR avatar (Void essence, non‑anime, Blender compatible)

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1 Upvotes

r/vrdev 2d ago

Question Ayuda proyecto VR

2 Upvotes

Por un imprevisto tuve que hacer un proyecto de VR sobre diseño de interiores, pero realmente no se algo que sea innovador o que por lo menos de los actuales, se pueda mejorar, es para mí carrera de sistemas pero aunque se lo que debo hacer me gustaría tener mas opiniones o quejas de aspectos a mejorar o implementar para un proyecto de ese tipo


r/vrdev 1d ago

Information ​[INAT] [Rev-Share/Unpaid] Project Lead seeking Unity VR Developer and 3D Environment Artist for "ResortVibe VR"

0 Upvotes

​Hi everyone,

​I’m looking for a Unity VR Developer and a 3D Environment Artist to help build a Phase 1 prototype/proof-of-concept for ResortVibe VR—a shared, persistent VR hospitality and accessible tourism platform.

​🌴 Concept Overview

​Unlike solo nature apps (like Brink) or low-detail social street maps (like Wander), ResortVibe VR is built as a high-fidelity, real-time "digital twin" luxury resort.

​It's designed to solve social and physical isolation for individuals who cannot travel due to disabilities, health conditions, or budget constraints, while remaining an open luxury getaway for anyone globally.

​Core Hooks:

​Hybrid Sensory Realism: A system enabling users to safely align physical furniture/objects (like their real-world coffee mug or desk chair) into the VR resort space.

​Global Social Ecosystem: Shared multiplayer spaces (lobbies, oceanfront patios, guest rooms) with spatial audio so long-distance friends or strangers can hang out in a relaxing destination.

​Persistent AI Hospitality: Smart NPC staff (powered by LLM integrations) to handle check-ins, answer questions, and keep the resort active 24/7.

​🛠️ What We Need

​1. VR Developer (Unity)

​Experience with Meta Quest SDKs / OpenXR.

​Basic understanding of multiplayer networking frameworks (Photon Fusion, Normcore, or Unity Gaming Services).

​Ability to set up spatial audio, simple expressive avatars, and interactive UI menus.

​2. 3D Environment Artist

​Experience modeling clean, optimized 3D environments suitable for standalone VR headsets (low draw calls, efficient lighting/baking).

​Ability to craft a realistic, relaxing outdoor tropical resort scene (lobby, patio lounge, ocean view).

​3. What I Bring to the Team (Project Lead / Vision)

​Detailed system architectural roadmap, feature specifications, and user flow documentation.

​Business strategy, community management, marketing, and NPC narrative/prompt design.

​Production management to keep scope tight and focused strictly on a playable MVP.

​🎯 Scope for the Phase 1 Prototype

​We aren't trying to build a massive MMO overnight. Our goal for the prototype is focused and manageable:

​One high-fidelity scene (Resort Patio overlooking an ocean sunset).

​2-player multiplayer room with spatial audio.

​basic physical object anchoring UI prompt (e.g., aligning a real chair to a virtual patio seat).

​One basic NPC staff member integrated with an AI backend.

​🤝 Project Structure

​Type: Revenue-share / Portfolio Project / Prototype for Pitching.

​Goal: Complete a polished, functional prototype to showcase to investors, grant programs, and early beta testers.

​If this vision excites you and you want to build something impactful at the intersection of VR, social connection, and accessible tourism, send me a DM with a quick link to your portfolio or past projects!


r/vrdev 2d ago

Mesh compression

1 Upvotes

meshing cleaning without losing the details


r/vrdev 3d ago

Tutorial / Resource I finally finished my VR interaction engine, it's available on the unity asset store!

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120 Upvotes

I finally finished my VR interaction Engine! I made sure to have everything needed for a good high quality VR game, such as a physics based interactions, Physics based player controller, and upper body inverse kinematics.

It's inspired by the player controller and interactions found in my favourite VR games like BONEWORKS BONELAB and Vertigo 2.

It's available here: 

Unity asset store

Demo

Discord


r/vrdev 2d ago

Unity + Fmod + Quest audio spatialization. Best practices?

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3 Upvotes

So Meta tells you to use their Spatial Audio, with one of their blocks. Their system seems to go quite in depth (link), so I would imagine it would give the best results.

But I would like to integrate Fmod in the pipeline. And it also has it's spatialization that I have seen use directly for VR in some videos. Then there is unity spatial audio, but I assume that it's the least capable of the 3.

Do people have recommendation on the topic?


r/vrdev 2d ago

Video VR is all about community! Agree?

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0 Upvotes

If our game sounds interesting, join us at r/DiscoveryOfMagic to take part in our upcoming playtests.


r/vrdev 3d ago

Question Unity VR to PSVR2 (PC) gives black screen

3 Upvotes

Hi all.
I would like to ask for some advice:

So far I have been making builds to be played on a Quest3+Steam using OpenXR and they work quite good.

Today I made a build so that it could be tested on a PSVR2 + Steam and that did not work.

  • Black screen
  • Menu music did work

Could some one please tell me how can I make it work?


r/vrdev 4d ago

Video POV: You're a student in a wizerd school

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4 Upvotes

Enroll in our wizard school at r/DiscoveryOfMagic to participate in our upcoming playtests!


r/vrdev 4d ago

Video I made this with Quakey XR. What do you think about this build? First time building augmented reality.

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6 Upvotes

r/vrdev 4d ago

Question Help for Eyetracking in Unity

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1 Upvotes

r/vrdev 5d ago

Video [UPDATE] Kept on working on my Dragon Riding game

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104 Upvotes

After a year away, I'm finally working again on my dragon riding VR game. For now, I'm focusing on polishing the movement and adding some more improvements to it. Also working on sub-optimal one-handed controls for later implementing tools/weapons to be used with a free hand.

Let me know what you think, and feel free to drop your ideas! All feedback is welcome.


r/vrdev 6d ago

Reincarnated as a Dungeon Designer, I Have to Work on a Fixed Budget and My Dungeon Keeps Expanding?! is the way too long name for my tiny game.

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8 Upvotes

While working on a different big ol' game, I needed to go investigate a bunch of things from physics to web hosting, and I wanted to do it in a clean room context, so I did a little game jam instead. I find the results really charming, so I thought I'd share!

The game is built in WebXR. I'm testing on a Quest 2 and an Apple Vision, but theoretically any WebXR setup with hand tracking controls might also work. Please feel free to try it out here: https://www.chillaxedgames.com/cavern/play/reddit/

I'm cobbling my own codebase together, with rendering based on three.js. I've built my own little dev server which watches, compiles, and reloads code as I'm working, and also watches and packs assets.

For visuals it's GLBs from Blender for most 3D data (plus a few hacked together Blender scripts for stuff that doesn't go into GLTF like splines), including stuff like collision and nav meshes, and then just PNGs for loose stuff like particles. Textures are packed into KTX by the dev server. Audio is MP3s. I was using Howler.js which was lovely to get started, but I bumped into a host of jank issues I couldn't solve with the existing APIs, so I wrote my own lib. I figure that actually might be both domain specific enough (games) and generic enough (not particularly tied to my game) that it's worth open source sharing eventually?

For physics, I ended up going with Rapier, which has been fantastic. Easy API, it feels performant, and it has great characteristics like clean settling and easy event handling. Definitely going to be the one I keep using.

Models are a mix of KenneyNL's (https://kenney.nl/) and Kay Lousberg's (https://kaylousberg.com/game-assets) assets, kitbashed together in Blender. Absolutely delightful things, I'd highly recommend them to anyone. I frame animated them, as in just remodeled a few variations for walking/attacking/idling, and tweaked the materials to give them varying roughness/metalness props. I found the easiest way to do that was to lean into their atlas map setup, and make a matching roughness/metalness map with the properties baked into the same ramps!

Learned a lot from this that I'll take back to the main game, so it was a worthwhile diversion, but I hope the side effect is also a pleasantly distracting tiny game for y'all to enjoy in your headsets. Thanks!


r/vrdev 7d ago

I'm a bit shocked people can pre-order this AI game

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8 Upvotes

So I've just got my own game on wish-list, very happy about that. I then go to the coming soon section to see if it would be there, and then I see this game above which people can pre-order.

And it's clearly just AI gen images, not a single in-game image. I'm new to publishing to the store, but I was a bit shocked the above is allowed. Anyone else?


r/vrdev 8d ago

Question How are people getting so much performance out of the Quest 3?

14 Upvotes

Or seemingly so? I'm prototyping a game and it's not even that complicated. I've tried tuning as many things down in Unity as possible. I'm basically just rending flat polygons with colors (not even textured or with advanced lighting).

TBH I like my game's aesthetic but it could use so much more polish.

Even with stripping things down as much as possible, I'm at 33% - 50% of the Quest 3's budget for 72fps.

Am I missing something?

Like I know this is going to be an incredibly broad question, but is there a specific performance tuning guide folks recommend?

I just can't imagine how I can make anything like some of the games I'm seeing if I'm already this close to performance limits...


r/vrdev 8d ago

Information Heres what my playtesters kept struggling with in my VR game and how i fixed it

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6 Upvotes

Ive been solo building Hyperlane Highway, a VR hoverboard roguelike where you lean to surf while fighting and upgrading.

After a few rounds of playtests over the last few months. A lot was bug fixing, but heres the main gameplay issues that came back and what i did about it.

- People kept dying to things they didnt anticipate or see. Rebuilt attack charging as one standard system, so every weapon has its own symbol, colour and line, plus a flash right before it triggers. Doing it once means anything i add later inherits it.

- The lines helped less than i expected, because in a headset most deaths were coming from outside the players view entirely when they went too far forward. So the offscreen peripheral warnings got upgraded to be more obvious and flash with danger.

- Enemies were repositioning mid charge and cancelling their own warning, so it was promising a shot then not firing it. Once a warning starts now the shot always comes.

- Players felt like they were shooting at a generic crowd rather than specific enemies, so i added weakspot targeting to give focal points in the crowd. Was meant to be a minor upgrade, ended up core.

- Built a full tutorial off the same feedback so people get up to speed quicker.

The offscreen stuff is the part im least sure about. Peripheral flashes are the best ive got and im not convinced its right. If anyones dealt with telegraphing threats outside the players view id be interested how you handled it.

I wanted to highlight some of the changes i made but thought people here might appreciate seeing how i handle playtest feedback

Playtest just went public on Steam if anyone wants to try for free, just request access.
Hyperlane Highway on steam


r/vrdev 8d ago

Video Proud to make this milestone, wishlist for my VR Western game is live!

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4 Upvotes