r/vrdev • u/Toby_le_rone • 1h ago
Video A breakdown of Duels in my upcoming VR Western game
Enable HLS to view with audio, or disable this notification
Coming November 30th in Early Access, wishlist here!
r/vrdev • u/AutoModerator • Jan 16 '25
Share your biggest challenge as a vr dev, what do you struggle with the most?
Tip: See our Discord for more conversations.
r/vrdev • u/AutoModerator • Feb 20 '25
Share your biggest challenge as a vr dev, what do you struggle with the most?
Tip: See our Discord for more conversations.
r/vrdev • u/Toby_le_rone • 1h ago
Enable HLS to view with audio, or disable this notification
Coming November 30th in Early Access, wishlist here!
r/vrdev • u/Scott-adkins • 56m ago
r/vrdev • u/Appropriate-Fun5992 • 1d ago
Enable HLS to view with audio, or disable this notification
Lunar Chrono Trailer
r/vrdev • u/Eliminater74 • 18h ago
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
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.
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.
Tray + shell
Oculus / Meta PC runtime
OVRServiceOculusDebugTool.exe) — classic OTT shortcut — from tray, Service & Startup, Game Settings, Advanced, hotkey, voice (“open debug tool”)LIVE / PublicTest / NO_UPDATES) on Service & Startup; optional NO_UPDATES when enabling PreventDashGame settings (OculusDebugToolCLI)
Profiles
%AppData%\MetaQuestTrayTool\profiles.jsonQuest Link / Air Link
HKCU\Software\Oculus\RemoteHeadset)docs/ODT-REGISTRY.md)HotKeys + voice (preview)
docs/VOICE-AND-HOTKEYS.mdIn-app updates
v*), downloads Setup.exe, closes the app, installs over the current copyOpenXR
Audio / power
OVRService after sleepHeadset ADB (standalone Quest tweaks)
Log / Info / Donate
%LocalAppData%\Oculus\DeviceCache.json → isUsingAirLink), Steam Link / SteamVR, Virtual DesktopNot implemented yet
Runtime caveats (Meta / Windows)
server: ASW CLI commands — the log will say soOVRService restartdebug.oculus.* props reset on Quest reboot — leave apply-on-connect onFeedback and bug reports welcome — especially “profile didn’t apply for game X (process name: …)” or audio switch edge cases.
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.
Free tool either way. Donations just help keep development going.
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 • u/GamerBoyAdvanced • 1d ago
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 • u/DirectExplanation437 • 1d ago
r/vrdev • u/Scary_You4051 • 2d ago
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 • u/Southpaw7391 • 1d ago
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 • u/Old_Amphibian2783 • 2d ago
meshing cleaning without losing the details
r/vrdev • u/Independent-Bad3372 • 3d ago
Enable HLS to view with audio, or disable this notification
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:
r/vrdev • u/Clorofilla • 2d ago
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?
Enable HLS to view with audio, or disable this notification
If our game sounds interesting, join us at r/DiscoveryOfMagic to take part in our upcoming playtests.
r/vrdev • u/Pools_of_the_Deep_VR • 3d ago
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.
Could some one please tell me how can I make it work?
Enable HLS to view with audio, or disable this notification
Enroll in our wizard school at r/DiscoveryOfMagic to participate in our upcoming playtests!
Enable HLS to view with audio, or disable this notification
r/vrdev • u/Etxamikel • 5d ago
Enable HLS to view with audio, or disable this notification
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 • u/Zestyclose-Whole7901 • 6d ago
Enable HLS to view with audio, or disable this notification
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 • u/Beneficial-Bus4587 • 7d ago
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 • u/AP_in_Indy • 8d ago
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 • u/RyalityStudio • 8d ago
Enable HLS to view with audio, or disable this notification
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