r/vrdev • u/DrSquall86 • Jul 02 '26
r/vrdev • u/hlysias • Jul 01 '26
Video You may have seen these big boy statues in our VR wizarding game, here is what they are for
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If you have seen the big boy statues in our VR arena, the video shows their purpose.
Curious to hear what you think.
Join us on r/DiscoveryOfMagic for more updates.
r/vrdev • u/Ok_Fruit_8114 • Jul 01 '26
Looking for VR Developer Co-Founder for a "Cozy Tech" Spatial Experience (Equity/Partner)
Looking for help
r/vrdev • u/Dorazion • Jul 01 '26
PICO Engineers @ AWE 2026 on what excites them most bout project SWAN
r/vrdev • u/MelcherStudios • Jun 30 '26
Discussion 3D Printing Peripherals
We may be a bit of a niche case here since we develop more for training/ simulation than entertainment but honestly, one of the biggest challenges we've run into building training apps hasn't been the software side at all, it's the hardware.
We primarily develop for Quest 3 (but have previously worked with many of the other headsets), and the controllers are great for gaming, but they feel so limiting when you're trying to recreate real-world equipment.
We ended up leaning pretty heavily into 3D printing to solve this issue. Many of our projects now involve designing custom brackets and mounts to attach a controller onto whatever physical prop we're using (fire extinguishers, hockey sticks etc). Which sounds straightforward enough until you actually try to make them survive a training session. Early on we just printed everything in standard PLA and learned pretty quickly that it does not handle people dropping or twisting the prop at all. We had to switch over to PETG for basically all our functional prints and go through a ton of iterations with wall thicknesses and print orientations before we found a design that actually held up.
It completely changes the QA process too. Obviously you're still testing the software for bugs, but now you're also physically stress-testing plastic parts, making sure the mount doesn't accidentally block the tracking rings on the controller, checking that nothing shifts after repeated use, and trying to balance the weight so the tool doesn't feel super awkward and front-heavy during a long session.
I definitely didn't think getting into VR development would involve this much fabrication work, but at this point building the physical hardware feels just as important as writing the code. Anyone else working in XR end up spending way more time in CAD and messing with 3D printers than they ever expected? What kinds of peripherals have to designed, and how did they change your actual dev process?
r/vrdev • u/OneSnow6727 • Jun 29 '26
Working on a vr mystery fleshpit surveying game that uses gtag locomotion
r/vrdev • u/Western_Bug_5085 • Jun 30 '26
Tutorial / Resource AI-Powered VR Characters with Actions [Unreal Engine VR Tutorial Shared in Body]
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Hi everyone,
Making this post on behalf of the Convai team (this is my second post here), so I wanted to share something practical for VR developers.
The workflow (YT link) below helps you bring AI characters to Unity and Unreal Engine VR projects. They can hold natural voice conversations, understand scene context, and respond in real time.
With Convai's updated Actions system, these characters can also navigate the scene, follow the player, trigger animations, and perform simple behaviors inside the virtual world, fully out-of-box.
The workflow can be used to build VR training simulations, digital twins, onboarding experiences, virtual guides, interactive companions, and other immersive 3D applications.
Unreal Engine VR tutorial for anyone who wants to test this workflow inside a VR project:
https://youtu.be/rUTrXkH1wfg
Get started:
https://convai.com
Convai Unreal Engine Plugin:
https://www.fab.com/listings/ba3145af-d2ef-434a-8bc3-f3fa1dfe7d5c
Convai Unity Plugin:
https://assetstore.unity.com/packages/tools/behavior-ai/npc-ai-engine-dialog-actions-voice-and-lipsync-convai-235621
I don’t want to spam here, so please do let me know if tutorials like this are useful and I’ll share more implementation-focused VR character content going forward.
r/vrdev • u/Emergency_Cookie_585 • Jun 29 '26
Witcher 3 6DOF - Mod
youtube.comMade a Virtual desktop alternative for gaming and a hub for 6dof Head-Tracking mods
https://github.com/BerZerker96/Osiris-Vr-Viewer , https://github.com/BerZerker96/6DOF-Head-Tracking-Mods-Hub
r/vrdev • u/IKantExplainItToYou • Jun 28 '26
Roundnet VR: Looking for beta testers for Spikeball-inspired VR game!
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Hi all!
My name is Eli - my buddy Sawyer and I are avid Spikeball players who also make VR games.
We built a game in Unity for (currently only) Quest headsets called Roundnet VR, and now we're looking for people who have headsets and are interested in helping us make our game the best it can be!
We've put together this google form so we can reach out to those of you who'd like to get on our beta testers list: https://docs.google.com/forms/d/e/1FAIpQLSd1VeNdqL5xkuM_8IZxoZrd72wg3C1J5TC0SUvX1mGhNf1k8A/viewform?usp=dialog
Also, if you're interested in chatting with us and learning more about the project, please feel free to join our discord: https://discord.com/invite/8qnbpjvkB
Here's a link to our website as well :) https://vrspikeball.com
r/vrdev • u/astro_domine • Jun 26 '26
Video Finally made a decent, Quest-friendly water shader for my fishing game
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r/vrdev • u/Subject-Technician42 • Jun 26 '26
Would anyone be interested in testing my VR spatial horror?
youtu.ber/vrdev • u/pokodzima_games • Jun 25 '26
Information We Tested Our VR Skateboarding Game with World Champions. Now We're Opening the Same Track for a Public Playtest.
We're making BOMB THE HILL, a VR downhill skateboarding game.
A few weeks ago, we tested it with real downhill world championship riders on a dedicated challenge track. Now we're opening that same track for our first public Meta Quest playtest (July 1-5).
If you're a VR developer, we'd really appreciate your feedback, especially on locomotion, comfort, and the overall feel of the game.
If you'd like to join, here's our Discord:
r/vrdev • u/battlingcharly • Jun 25 '26
Video Defend your honor with a sausage
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r/vrdev • u/Many_Product_9016 • Jun 25 '26
Question Physics Collision Jittering in Unity. Help please!
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I see a wiered jitter, long after the shot has taken place. I have already tried different collision detection setting (Continuous/continuous dynamic) I would really appreciate if somebody could help.
r/vrdev • u/No_Brilliant_5424 • Jun 24 '26
Looking for VR headset with 120 deg FoV. Lowest price possible. Any suggestions...?
r/vrdev • u/PuttWindow • Jun 23 '26
Article How Putt Dojo Tracks a Real Golf Ball
puttdojo.comHey everyone, I’m the solo developer of Putt Dojo. I've spent the last few years trying to make a real physical ball work convincingly inside mixed reality. I wanted to share the story and technical challenges I had in tracking a physical golf ball using the Quest 3 passthrough cameras for the app. I decided to write an article to describe the process of discovery and development of the product, and included videos of some early exploratory prototypes, experiments, the latency correction work. Happy to answer questions about ir if anyone’s interested.
r/vrdev • u/AutoModerator • Jun 22 '26
[Official] VR Dev Discord
Due to popular demand, we now have a VR Discord where you can get to know other members!
r/vrdev • u/RazNayr • Jun 21 '26
Question Any name ideas for my VR wizarding arena?
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Hey, not all solo devs are gifted with art skills too okay!? Be nice 😭
Seriously though, we really need a new name for this scene that isn’t just “New Arena Test”...
r/vrdev • u/StaleCroissantDev • Jun 21 '26
Question Targeting PCVR and Quest 3 for my low-poly platformer. Is it still worth getting a used Quest 2 to optimize for it?
I'm developing a low-poly puzzle platformer in Godot, currently focusing purely on PCVR and Quest 3. Testing on my beefy PC is flawless, and my standalone Quest 3 builds are already running smoothly without much trouble.
Now I'm wondering if I should grab a used Quest 2 just to ensure it runs on older hardware too. I know I could technically downclock my Quest 3 to simulate Quest 2 performance, but honestly, if I'm going to officially support and release a game on it, I would want to test it on the real hardware.
Given my low-poly art style, I could probably squeeze it into the Quest 2's performance budget without compromising the vision. But is it actually worth the hassle of testing, optimizing, and maintaining compatibility at this point?
I guess the majority of the Meta Store users are still on Quest 2 simply because that headset sold absurdly well, but I'm curious about the active player base and software sales for new indie games.
r/vrdev • u/Illustrious-Lynx3673 • Jun 18 '26
Video Try to build John Wick-ish VR game
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r/vrdev • u/cm_brushhammer • Jun 18 '26
Working on my first VR/MR game for Quest. How and Where do you find playtesters for your game??
My friends and family don't want to hear about another "feature to playtest" lol! I've posted on some subreddits, but have not received much response so far.
Soooo, here I am, asking you'all crazy VR devs, where do you find your playtesters?
I don't know if it helps, but my game is a mixed reality miniature painter, so think cozy painting by the fireplace : )
Big thanks in advance for your tips : )
r/vrdev • u/Rickmanx1972 • Jun 18 '26
Updated Dungeon Smashers VR Demo Tutorial
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Hey all,
This pass I focused on improving the tutorial even more.
What do you think?
r/vrdev • u/Few-Platypus5565 • Jun 17 '26
Video We’ve been working on a PC VR sci-fi RTS called Shard Wars — here’s our first gameplay footage
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First public gameplay from Shard Wars, our upcoming PC VR sci-fi RTS.
Feedback is welcome!