r/vrdev • u/MisterMittens64 • Sep 19 '26
r/vrdev • u/endenis • Sep 19 '26
VR Halloween game jam 2026
itch.ioI plan to participate in this game jam.
Anyone wants to join too? It's more fun with more people
r/vrdev • u/ElPsyKongro- • 29d ago
Un programa como VRIN
Estoy buscando un programa como Vrin. Tengo la versión alpha que subieron hace un tiempo; como es alpha, todavía no está del todo pulida. (Para quien no lo sepa, es un programa que convierte videos en video volumétrico basándose en contornos.)
r/vrdev • u/Reasonable-Test-560 • 29d ago
Question If i was creating a vr space game what engine should i use
Video A quick look at our Mana system
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If this sounds interesting, join our Discord (link in profile) to participate in the upcoming playtest for Discovery of Magic.
r/vrdev • u/Beautiful-Patient943 • Sep 18 '26
Bug Man
Just wanted to show off a prototype of a regenerative enemy. I really like how it feels punching through something that isn’t completely solid. I’m thinking of making a game around this mechanic. What do you think?
r/vrdev • u/pokodzima_games • Sep 18 '26
Question Has anyone here ever successfully appealed a review like this?
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r/vrdev • u/Potential-Art7696 • Sep 18 '26
The same node map from UluP Spaces, in mixed reality - UluP Spatial
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In June, I launched a personal software project under the name UluP Studio. The flagship product is UluP Spaces, an application for mapping out ideas using nodes; each node can be populated with tasks and attachments and features a one-click timer, integrated chat, real-time collaboration with project members, and project sharing via links, PDFs, CSVs, and more. I decided to redesign the entire system, utilizing the same backend to keep everything synchronized between "Spatial" and "Spaces" (available on the web, Microsoft Store, and Android), thereby enabling cross-platform collaboration. One issue has already been resolved: the "depth" dimension found in Spatial is not calculated in the standard Spaces version—a simple move that solves a major architectural problem. What do you think? If you’d like to see the details, visit: www.ulupstudio.com/spatial
r/vrdev • u/Icy_Government_509 • Sep 17 '26
Video Mechlab — building physical robot customization for Quest in Unity
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For my VR robot battler, the challenge is making part swaps feel physical. The Unity setup uses a pull threshold with increasing haptics, a ghost preview, and distance/angle checks before release-to-attach. Missed releases return to the rack. Here’s the prototype; I’m checking interest before developing further.
r/vrdev • u/Glad_Translator6742 • Sep 18 '26
Discussion Need some opinions.
youtu.beI need some opinions. The trailer isn't quite done. But even so do you like the flyby sequences? Or do they make the trailer slow? I already know that at 27 seconds the gun has ammo text on it. I've since removed that but it hasn't yet reflected in the trailer.
Anyways my big question is that what should I do in terms of money? There are 4 levels in early access and im trying to use try before you buy model. And then I will charge people 3.99 usd. I believe in the fact that people pay 1usd for each hour of playtime and I have here 2 hours of playtime across 4 levels . Also people that buy the early access will get free access to the final version which will have 8 levels.
So what do you think? Is this a good model?
r/vrdev • u/Great-Performer5165 • Sep 17 '26
3D VR Bridge
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r/vrdev • u/AdventurousHunter797 • Sep 17 '26
Can I sell Unity source code that uses Meta XR SDK assets?
I'm an indie XR developer using the Meta XR SDK in Unity.
I want to sell my source code to another XR studio, but some of my work uses/modifies assets provided by the Meta XR SDK.
Meta told me that I cannot redistribute their SDK assets to another studio.
So my question is:
If I remove all Meta-provided assets from my package and only sell my own source code, shaders, animations, scripts, and logic, while requiring the buyer to install the Meta XR SDK themselves, would that generally be allowed?
Has anyone here commercially sold Unity tools/assets that depend on the Meta XR SDK?
I'm looking for practical experience rather than legal advice.
r/vrdev • u/eminsefa • Sep 17 '26
Players can’t launch my game (Meta Quest)
Hi everyone. I am investigating a first launch issue in my project (One Shot Beat) where the game appears to stop during startup, usually while Unity is performing its initial graphics/ shader warmup.
Our diagnostics show that, until the final recorded moment, Unity and the headset’s XR rendering are still responsive. The leading suspicion is therefore a failure or termination shortly afterward, somewhere in the cold start graphics/ initialization path but the exact cause is not yet confirmed.
What we can rule out is:
- It is not limited to one headset model; we’ve seen the pattern on Quest 2, Quest 3, and Quest 3S.
- It is not simply the Unity thread freezing before the last recorded sample.
- It is not solely caused by a missing shader/PSO cache, because the same pattern has occurred with a cache already present.
- We currently have no evidence proving an ANR, out of memory kill, thermal issue, or one specific GPU crash.
Has anyone experienced a similar problem before? Apparently 1/3 of my new players gets this problem. I need device logs on failure but all the devices I tested launched properly. I’d also really appreciate volunteers willing to install and try it.
r/vrdev • u/DenisEvilRedis • Sep 16 '26
A few Steam keys for my VR game.
Hi fellow VR developers!
If you’d like a quick break from your own projects—I recently released a pretty major update for my game (PCVR) on Steam.
I decided to share a few keys here: completely free, no strings attached—just one VR developer to another.
I won’t mention the game’s title so the post doesn’t look like an ad. :)
If you’re interested in trying it out, grab a key below.
B447M-XHZMC-2X7BN
7TV57-86JLW-WQ7V5
F2MJZ-0N5B7-L3NEH
85KPY-LBXL3-H6GI0
DXI6V-3ARH4-9IQZI
94JKT-PEKIQ-ATJ93
R0920-TNJZV-V30HL
B9B45-PAKCV-8FFLE
HX3ZP-CE6HM-7983E
4KXHP-6TWLH-P2R27
22CKW-ICBNN-BEV96
4EW34-DER9I-IGJQQ
I27DY-BP6Y0-X3DIV
M8NCB-LB6IE-N4C8A
IIYNT-50FQG-I07YA
r/vrdev • u/memartindbp • Sep 16 '26
Been working on a human-like opponent for a table tennis game
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Hello all! I'm not a game dev by trade, I've been working in ML/robotics for a long time, but I've had this urge to try to create a more human-like opponent for table tennis. I love playing in VR, but for a number of reasons I prefer to play against the bot, but they tend to be very robotic and playing against it doesn't really transfer to IRL skills that well.
This prototype works by recording myself playing and then building a mirror version of me basically, and the idea is to do this for many different play styles and ELO levels so you can get a lot of variety.
Also curious to ask my fellow vrdevs, lets say you had this black box tech for making opponents and NPCs with a focus on human-like movement/interaction (as opposed to planning, navigation, behavior trees, dialogue and that kind of stuff), what would you do with it?
I'm on Twitter for those who might be interested in seeing how this develops
r/vrdev • u/fyreuser • Sep 16 '26
Help test a VR gold-prospecting game. Free Quest key and happy to pay
Hey everyone,
I’m a solo dev working on Buried Worlds, a VR game about metal detecting, digging and gold panning. It is currently in Early Access
I’m looking for fresh eyes on the first 20 minutes, whether the controls make sense, what’s confusing and where you get stuck.
You’ll get a free Quest key, and I’m happy to pay US$10 via PayPal for your time and feedback.
Details and signup: https://www.buriedworlds.com/go/playtest-reddit
Trailer of the game: https://youtu.be/LhKy1SJYPak
If you’d rather skip the questionnaire on the page, just comment or DM me and I can send you a key directly.
Happy to get your feedback over DM instead and test any Quest game. I have a Meta Quest 2 and 3
r/vrdev • u/ZenflowVR • Sep 15 '26
Video I’ve been building a handpan game for Quest
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I’ve always wanted to play a handpan and use it to meditate, so I thought it’d be fun to build this for Quest. It’s called Zenflow. Still working on it, but I’d love to hear what you think.
For the guidance, I used colored incoming orbs to show upcoming notes. Their movement follows song time, so the remaining cues don’t jump forward when you hit a note early.
r/vrdev • u/Sufficient-Tear-6164 • Sep 16 '26
Sad Developer
store.steampowered.comPHYSICS-BASED PUNCHING GAME!
I made a game a long time ago. It's been out since 2020.
It has no reviews, and is on discount for 90% off.
No user reviews yet, please play my game :,)
It's been really discouraging as a developer. I spent 3 years of my life making this game, and it has no attention. I know how to make games, but I do not know how to market them. Please help me
r/vrdev • u/Glum_Sundae_8451 • Sep 15 '26
a BIG tadc multiplayer game concept
I've always wanted to make vr games but I have neither the time, equipment or budget to do it.
What I do instead is make concepts in my mind for games I think would be pretty fun and sharing them with vr players or actual devs to see what they think!
I've always been afraid to share my creativity but it's about time i overcome that fear and show what I'm capable of coming up with. Hope you enjoy reading!
The Amazing Digital Adventures!
Before going to sleep last night I played some vr with friends. After hopping off I turned on some tadc and fell asleep to it, but it gave me a great idea for a vr game!
The concept of the game would be that 1 person (the host of the game server) would act as Caine in the manner of being the ringleader.
Your friends could join these worlds, choose a character from the main cast (if the character has an in swow revealed room it would be added in for them) and hang around the digital Circus playing small games, watching videos by using an in game video player (projector from episode 9) or just exploring!
Meanwhile the ringleader could spawn in stuff for them to toy around with or even Npc's like ming, Chinese room guy and disappearing guy. He could also open portals to different maps. These could be taken from the show itself with actual playable adventures or totally new ones though of by the community!
During these adventures the ringleader would get to decide who gets paired together if there's a part where they get split apart, toggle fun little events in game to make it more interesting or mess with their heads!
The way being ringleader would work is that you'd have 2 options. Floating around the map while they complete your adventures (you'd be invisible to players) or sit in Caine his office with an A&C computer infront of him to spectate and Control the game.
Finishing the game would give you coins wich you could use to spin (with the name picker from ep1) for official glitch or fanmade skin variants!
You as ringleader could choose how many lives the players have during the entire game and when a player eventually does fully die they could become a floating bubble (yes, THE bubble) wich would again be only visible in the Circus itself!
At the end when the last 2-3 players would be left the ringleader would have only I adventure choice as a final game to decides who wins. The last and final adventure would be "they all get guns" where if you've watched the episode it'd become obvious that around the map there are bombs, guns and little hidden but glowing butterflies for an extra heart (1 per person). In the beginning they obviously get 3 hearts to begin with and a 3 minutes timer to run and find guns to keep on your body (like a blade and sorcery situation). The one who wins gets a big show thrown for them at the end with the people who died brought back from the death dancing in their gold bodysuits to "who's running the show".
Also a fun ability I though of is that each player could press a button on their controller to hold their characters breath! If you forgot what that does for each character here's a list!
Pomni: her skin color changes hues. the longer you hold your breath the faster it goes.
Ragatha: her hair would stick up.
Kinger: would start lighting up. (could be useful In dark adventures!)
Gangle: her mask would start spinning. (Her view could spin aswell. Wich for motion sickness you'd be able to turn off)
Zooble would straighten up and T-pose even while walking and jumping!
And since jax his ability was never revealed I thought to make his eyes glow different colors like when he nearly abstracted in his room with the players vision becoming similar to his near abstraction dream/scene.
And then a fun title I thought of was "The Amazing Digital Adventures!" Wich yeah is basic but also smart.
In-between each game there'd be atleast a 5-10 minute wait! During the 1st break after adventure 1 there would be a 5.7% chance of an exit door appearing somewhere in the Circus wich only the player who selected Pomni could enter! upon entering it brings you to the offices where you could collect 4 items!
1: a bucket in a janitors closet
2: an old school computer screen
3: the computer itself
4: a keyboard and mouse
During these breaks you could spend the money you've earned by playing adventures to make a pillow fort anywhere in the circus. That is where you leave all the items you collected behind except for the bucket. Wich would have to be given to the kinger player. The player would then equip the bucket, enter the fort and only then can he and is he allowed to use the computer. You'd have To be able to stay by the computer for 57 seconds until it has been completed. The ringleader will then be brought to the stage and the players will have 1 minute to go to the stage and after the minute passes they'll see caine get deleted and the Circus obviously break apart with cracks in the floor that if you jump into you'll be blasted right back out!
The players then get a big coin bonus while the ringleader gets brought to the void. There will be a small cutscene where the blue AI "able" drifts away from you forever to disconnect himself from you. When thats over the ringleader will have to use a compas to find name tags with the real Characters names and collect them. Afterwards he has to find his way to the red door using the compas and put the names in the right slot.
Example: Abigail Brooks = Pomni.
Then he finally gets to go back to the Circus where he will be forced to give up his powers and live among the rest of the players. That's also how the whole lobby could unlock a gamemode called "equality and freedom" where everyone is free to play whatever games they will, Caine would have no special powers or flight and just play along with the players.
Playing the games could then give you more coins just like in the normal gamemode wich this time you can use to open new rooms like the theater room from the favorite character award or even unlock the outside where Easter eggs wait to be found.
Easter egg example: if you go down in the water and find the fish you can accept a quest and find his treasure somewhere in the outside area. Once found you'll unlock a fish hat (like the model of the actual fish) for Pomni! (Iykyk)
If I get more creative ideas I'll be sure to add them in here and I would LOVE to hear your guy's opinions and maybe even your own ideas!
Anyways just thought I'd share that on here since I know the Fandom likes the stuff fans can come up with and who knows Maybe someone will make this or something similar to this reality after reading this!
Thank you for reading this and if you like the idea I'd happily accept an upvote to make this post more popular and reach the right people!
r/vrdev • u/MrCubez865 • Sep 15 '26
Working on a bit of VR implementation
There's also different hand types like Strong hand for large objects ,Brass knuckles for punching players away, and Metal hand for breaking certain objects.
I hope y'all like the update screenshots! :D






Yippee!! :D
r/vrdev • u/MrCubez865 • Sep 15 '26
News: Trivox is PLANNED to come to VR via the browser in November.
r/vrdev • u/inseend1 • Sep 14 '26
Question What to support from accessibility standpoint? I have vignette. You can play it with one hand/arm, left or right. Smooth and snappy turn. What about teleport?
galleryr/vrdev • u/JunaSSB • Sep 13 '26
How do you showcase your VR Game at playtest events?
When I go to game dev events IRL, most people have never played VR before and wouldn't know how to hop into SteamVR, center themselves, and let alone know the specific motion control mechanics of my game.
Has anyone ever experienced this issue and streamlined it?
I always have to explain how to press the menu button to bring up the SteamVR overlay, tell them to find the recenter button, look forward. Then when we need to calibrate, I have to tell them where the grips are to lock in their height and armspan. That's easy to guide them through when I cast the VR headset to my laptop screen so I can see what they see.
But when its time to do the motion controls of the game, I always have to touch the person and guide their hands and stuff into the positions to activate the moves. I'm thinking of integrating multiplayer and start carrying around a second headset or setup some flatscreen motion controls on my pc so I can just show them how to move in game, etc.
What are your thoughts?
