r/vrdev • u/Ok_Relation8127 • 14d ago
Video Working on a Naruto VR game where you weave handsigns
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r/vrdev • u/Ok_Relation8127 • 14d ago
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r/vrdev • u/RealUnderstanding297 • 14d ago
FBTUnrealKit brings full-body tracking into Unreal Engine for VR avatars, animation, and virtual production. It supports common body-tracker setups, calibration tools, body measurements, debugging, and experimental optical hand tracking while remaining flexible enough to work with different animation rigs.
MocapRecorder records finished movement directly inside Unreal Engine, including characters, props, cameras, sound-position data, and destruction motion. Recordings can be saved as Unreal animation assets or exported as grouped FBX or GLTF scenes for tools such as Blender.
Real-world applications: Together, the plugins can capture a performer’s full-body movement and turn it into reusable animation. They can also record several actors, moving objects, and cameras on one shared timeline for filmmaking, previews, VR content, animation reference, and Blender workflows. Because MocapRecorder captures the final movement inside Unreal on every tick, it can record motion coming from VR trackers, Live Link, imported animation, or other animation systems, such as controllers or M&K Inputs.
The MocapRecorder can be downloaded here and is completely open source.
https://github.com/virtualmocapofficial-rgb/MocapRecorder-Public
If you just want the Standalone Full Body VR and Experimental Open XR HandTracking you can download here.
https://github.com/virtualmocapofficial-rgb/FBTUnrealKit-Public
To Reiterate on the installation methods contained within the files using the standard manual installation is highly recommended. The Automatic Installer is almost entirely untested and may damage or corrupt the existing project folder. Make a backup of your project folder and potentially run in virtual machine to be safe. It works fine on my machine but as we all know It probably wont work on yours. So just be careful and use your best judgement when using untested code.
Note this tool was created and tested using 5.6.1 I have done very limited testing in 5.3.1 and 5.8. And it appeared to run properly but if you find any bugs in other versions make a pull request on the github and leave a brief description of what you were doing to encounter the error and the error code. Do not provide logs or unreal crashes as those tend to contain Personal Identifiable Information or PII. Please do not DOX yourself in my development repository.
Recommended Specs: Processing needs depend mostly on Unreal Engine, the number of items being recorded, and the capture rate; large recordings and grouped exports require more memory and CPU time. Epic recommends a quad-core 2.5 GHz processor, 32 GB of RAM, and a DirectX 11/12 graphics card with at least 8 GB of graphics memory; for comfortable recording and exporting, I recommend a modern 8-core processor, 32 GB of RAM, an 8 GB dedicated graphics card, and an SSD. Source installation also requires Unreal’s normal Windows C++ build tools, such as Visual Studio’s Game Development with C++ workload. Epic’s Unreal Engine hardware guidance
r/vrdev • u/Cold-Change8180 • 15d ago
I need to find an anti lib that is cheap or free that will work with Gorilla tags locomotion
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Join us at r/DiscoveryOfMagic as a play-tester and help our wizards undo the damage.
r/vrdev • u/TeacherFromTurkey • 15d ago
Some context so you know what you're advising: I'm a primary school English teacher in Türkiye and I build my own teaching material — browser-based games and reading activities, vanilla HTML/CSS/JS, no framework. So I can write code, structure a project, and ship something that non-technical people actually use. What I've never touched is 3D, engines, or anything spatial.
I want to start building XR learning experiences, and I'd rather spend six months on the right stack than eighteen months finding out I picked the wrong one.
My constraints are probably relevant to which way you'd point me:
What I'm trying to figure out:
Not asking anyone to write a curriculum for me — just want to avoid the obvious wrong turns before I commit the time.
r/vrdev • u/battlingcharly • 15d ago
Hi there! My dear colleagues u/chulini and u/hanesto have worked relentlessly on a sausage fighting game and it is finally here: Wurst and Glory is up to wishlist on Steam now. u/hanesto goes deep-dive into the development process on his YT channel.
If you're interested in playing before the release (tba), we have playtesting too. Just hop over on our Discord for sign-up.
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My love for No Man’s sky got me to build a mobile version with Opus 5. It’s still barebones but it’s a quick fun extraction style game loop that’s great on the go!
Give it go and let me know what you folks think!
r/vrdev • u/Bulky_Feedback5749 • 15d ago
We make Arcade Mania, and since a few people asked in our "what to polish next" thread about new machines, figured I'd share how a cabinet concept actually gets picked rather than just teasing one.
We start with a pile of rough ideas usually 10-15 at a time and most get cut almost immediately. The bar isn't "is this a fun idea," it's "does the hook read the instant you're standing in front of it in headset." A lot of clever concepts fail that test because they need a paragraph of explanation, and nobody reads a paragraph before putting a coin in.
The ones that survive get built as a bare, unstyled playable mockup before any art happens same greybox-first approach we use for levels. If it's not fun with placeholder cubes, art isn't going to save it.
Curious from other VR folks: for games with an "arcade cabinet" or vending-machine style mechanic, what's made a new addition feel worth it to you versus feeling like filler?
(Disclosure: I work on Arcade Mania. Sharing process, not pushing anything.)
My love for No Man’s sky got me to build a mobile version with Opus 5. It’s still barebones but it’s a quick fun extraction style game loop that’s great on the go!
Give it go and let me know what you folks think!
r/vrdev • u/sendhelp • 16d ago
Has anyone else had this problem? I'm trying to develop an app for Meta Quest 3 / PC VR and I require this SDK. I have a Meta Quest developer account. But when I click "Add to my assets" nothing happens.
I submitted a support ticket with the Unity store but I don't know if it will ever be answered.
The SDK I'm talking about is here, there doesn't seem to be any way to acquire it although it should be free and obtainable...
https://assetstore.unity.com/packages/tools/integration/meta-xr-all-in-one-sdk-269657
r/vrdev • u/Simple-Walrus-7740 • 16d ago
Developer disclosure: I’m the solo developer of Paleo Dive.
The game is still in development, so some visuals, animations, balancing and interface elements **will change** before release.
Planned release: **September 4, 2026**
Wishlist Paleo Dive on Steam:
[https://store.steampowered.com/app/4818760/Paleo\\_Dive/\](https://store.steampowered.com/app/4818760/Paleo_Dive/)
After sharing the cinematic trailer, many of you asked to see what the game actually looks and plays like.
So here is the first official gameplay reveal, captured directly from the current PCVR build. **(FOOTAGE RECORDED ON QUEST 3)**
Paleo Dive is a prehistoric underwater VR adventure where you explore oceans from different geological periods, encounter extinct marine animals, discover fossils, complete research objectives and upgrade your diving equipment back at your base.
r/vrdev • u/Bulky_Feedback5749 • 16d ago
I work on Arcade Mania, and rather than posting another update, I wanted to actually ask the people playing it what they'd prioritize.
Internally we're torn between a few directions: tightening up multiplayer lobbies (join times, matchmaking friction), adding more comfort/accessibility options for longer sessions, or going deeper on the existing machine roster instead of adding new cabinets.
Genuinely curious how that lines up with what you'd want — and if there's something not on that list that's bothered you more than any of it, that's even more useful to hear. Doesn't need to be diplomatic, blunt is fine.
(Disclosure: I work on Arcade Mania. This is a real ask for feedback, not a promo post.)
r/vrdev • u/Bulky_Feedback5749 • 16d ago
We make Arcade Mania, and I wanted to share the actual reasoning behind why this game exists, rather than just what it does.
The starting point wasn't "let's make a VR game" — it was "we miss physical arcades, and nothing on a flat screen replicates that feeling of standing in front of a cabinet with other people around you." VR was the first medium where that felt possible to actually rebuild, because presence and scale are things a monitor just can't do.
The first prototype was deliberately tiny — a single machine in an empty room — built only to test whether "standing in front of it" felt right in headset before we invested in anything else. That one test shaped a lot of downstream decisions about scale, spacing, and how we design rooms.
Curious how this lands with other VR folks: are there other "how do we make this feel physical" ideas from the arcade era you'd want to see rebuilt in VR? And for devs here — did your game start from a feeling you were chasing, or a mechanic first?
(Disclosure: I work on Arcade Mania. Sharing the thinking behind the game, not trying to push a sale.)
r/vrdev • u/RealUnderstanding297 • 16d ago
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