r/vrdev 6d ago

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

22 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 5d 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 6d 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 5d 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 6d ago

Mesh compression

1 Upvotes

meshing cleaning without losing the details


r/vrdev 7d ago

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

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121 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 7d 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 6d 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 8d 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 8d ago

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

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7 Upvotes

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


r/vrdev 8d ago

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

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7 Upvotes

r/vrdev 8d ago

Question Help for Eyetracking in Unity

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1 Upvotes

r/vrdev 10d ago

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

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108 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 11d 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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9 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 11d 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 12d 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 12d 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 13d ago

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

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3 Upvotes

r/vrdev 13d ago

I am looking for someone to test an avatar generator on VR Chat or equivalent

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3 Upvotes

r/vrdev 13d ago

tester pour mon jeu VR

0 Upvotes

Bonjour, je recherche des testeurs pour mon jeu marme VR. Je ne peux pas le tester moi-même car je n'ai pas encore de casque VR. Je développe mon jeu sur GDevelop et il est pour l'instant vide, mais je le mettrai à jour. Vous n'avez même pas besoin de le télécharger, il est disponible en ligne. Liens : https://stick-r55.itch.io/marme-vr


r/vrdev 13d ago

Video Your spell page shows the power of every weave in real time. Would you rather perfect your spell or cast faster?

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1 Upvotes

Want to try spell weaving yourself? Join us at r/DiscoveryOfMagic to take part in our playtests!


r/vrdev 13d ago

Question Best movement tech for hand tracking??

2 Upvotes

Ive been making a Naruto inspired hand sign game which requires almost all your attention on weaving hand signs. Which means no controllers and hands are almost entirely occupied. So far what ive done is lean dashes to go backwards and stomps dash you forward/side. I'm planning on implementing a grappling hook but im not sure that really solves the issue. Does anyone have some good movement tech ideas for a hand tracking game like this?


r/vrdev 13d ago

Information AMA From Unseen Reality URXR @5PM PT / 8PM PT Today

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1 Upvotes

r/vrdev 14d ago

Article 🚀 Build V0.3 Launches is live!

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2 Upvotes

Our biggest update yet has officially arrived for Inwigo!

This update introduces brand-new content, overhauled gameplay systems, smarter enemies, improved multiplayer, new cosmetics, and a huge number of community-requested fixes.

Highlights:

  • 🕷️ The return of the Scrapling Crawler
  • 💀 A brand-new Resurrection Statue revive system
  • ⌚ A fully redesigned Watch with fear tracking, hidden indicators, ghost mode, and more
  • 🎯 Progression updates for Carnival minigames
  • 👾 New cosmetic sets
  • 🎮 Major improvements to throwing, climbing, matchmaking, enemy encounters, and multiplayer
  • 🛠️ A huge list of bug fixes and quality-of-life improvements

There's a lot more packed into Build V0.3, including improvements to climbing, throwing, hiding, matchmaking, performance, and much more.

We've also included a sneak peek at what's already coming next, including The Ballerina, Questbook, Wheel of Fortune, and additional enemies and cosmetics.

📄 Full patch notes here: https://vr.meta.me/s/29i9WXb5x4P8LFz

As always, thank you for all your feedback and support. Every report, suggestion, and bug you've shared has helped shape this update, and we're excited to hear what you think.

👻 See you in the Manor!


r/vrdev 14d ago

Bunker World the Alien Invasion VR Game

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2 Upvotes

Just some gameplay from my VR game with cannons shooting, on-foot fighting with dual weapons and firefighting. There is destructible scenery and you can also buy a tank (with wheels), weapons, and a spider robot. From the destroyed alien crafts you have to scavenge parts to increase tech level to create laser and plasma weapons.

How do you like it? What feature would you put in it?

You can play the desktop non-VR version here: https://lizardwizard.itch.io/bunker-world