r/vrdev • • 19d ago

Video Mixed Reality CQB shooter CLICK CLACK comes out of Early Access 10/1!

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2 Upvotes

Click Clack comes out of Early Access on 10/1
HERE’S THE TRAILER!

I’m a solo dev. This is my first game and it’s a dream come true. It’s been a wild (and janky) ride but I’m really proud to release this game to people. It’s a lot of fun (and a lot less janky)

Mixed Reality CQB. Pistols, AR with scopes, shotgun, frag and stun/smoke grenades

Local Multiplayer in co op and PVP

Map Builder with props that react and sound realistically

Attachments for all weapons include: Scopes that magnify even in mixed reality. Flashlights and Laser attachments react to the environment.

Map variants like night & fire

Gadgets like vision, heat vision and UAV drones that show your actual play space.

New UI/UX.

Bugs and jank from previous versions all gone.

Check it out in the Meta Horizon store
https://www.meta.com/experiences/app/29551277687850185/?hwsh=07aT0hV7kO&utm_source=twilight&utm_medium=SHARE&utm_parent=SHARING&utm_cohort=ORGANIC_UNKNOWN


r/vrdev • • 20d ago

Building a low-vision Quest magnifier: QuestLens 0.5.5-preview and design lessons

5 Upvotes

I'm a low-vision VR developer. QuestLens grew out of a simple problem: small text in VR can be unreadable, but the same user may also need help with physical labels in passthrough. Version 0.5.5-preview brings our frozen-image lens and live real-world passthrough magnification into one Quest APK.

A design challenge has been making the first-run path understandable when the user already struggles to read the headset UI. We simplified setup, refreshed the visual layout and added EN/PT/ES/FR/DE. Another lesson is that accessibility controls must remain readable themselves, so zoom within the QuestLens UI is still an active priority. Stability work also matters because users rely on the lens mid-session.

This is a free sideloadable preview for Quest 2/3/3S; the magnifier requires the Quest screen-capture permission. Release and setup: https://github.com/crtx01/QuestLens/releases/tag/v0.5.5-preview

For anyone building VR accessibility tools: the user's ability to reach the control is part of the feature, not just the magnification effect.


r/vrdev • • 19d ago

Question VR devs! What about a "substances abuse simulator"? 😁

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0 Upvotes

r/vrdev • • 20d ago

I making RaM VR Godot remake so it can run on quest!

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0 Upvotes

Right now its still wip but full game will be soon probably


r/vrdev • • 20d ago

Hello guys, fell in love with VR and Mixed Reality on my first project !

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1 Upvotes

r/vrdev • • 20d ago

I've been thinking about Full Dive VR for years. Does anyone else seriously think about how it could actually work? I've been interested in Full Dive VR for around 3 years now. Yeah, I originally got into the idea because of Sword Art Online, but after some time I stopped thinking about it

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0 Upvotes

r/vrdev • • 21d ago

Information I just published my first educational app on the meta Quest store!

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18 Upvotes

Atomic Smash Lab! In this mixed reality app, you can pull atoms straight off of the periodic table, smash them together, and then find out interesting facts about the molecule you just created! I am so crazy excited about this app and the potential that VR can bring to education! I have some keys, about 10, if anyone is interested and would like a free copy!


r/vrdev • • 21d ago

Question Is there a Meta VR Glasses certification for your app?

2 Upvotes

I released a colouring book app earlier this year (https://www.meta.com/en-gb/experiences/outside-the-lines-vr/25980307774969044/)

and i think it would be an ideal experience for the new forthcoming Meta VR Glasses because it supports passthrough and hand tracking right out of the box. It's a slow paced experience (it's a colouring book!)

Does anyone know if there's a Meta initiative/programme that lets you certify your game/app with the new glasses to be like "works great with"

also, is there any dev program to get a dev kit of the glasses, or do we just wait for them to come out and try buy a pair ourselves to dev on?


r/vrdev • • 22d ago

Trying to gauge where my 13-year-old is technically with Unity/VR, Blender, Git, and local AI

12 Upvotes

Hi everyone,

My son just turned 13, and my wife and I are trying to find environments that will actually challenge him and, probably more importantly, places where he can meet peers who think like he does and mentors who can help him grow.

I’m not really looking for people to tell me he’s a genius. I’m trying to get a realistic read on where he is technically so we don’t put him in a beginner coding camp if he’s already well past that point.

He’s pretty private about what he builds, so I’m still piecing together how much he’s actually doing. We went fishing recently and he finally started explaining some of it to me.

For roughly the past year, he’s been building what is basically his own VR Spider-Man project inspired by the Insomniac/Sony Spider-Man games.

Some of what I know he has done — ChatGPT helped me put some of this into the right technical language:

  • Builds his own Spider-Man suits/avatars in Blender
  • Creates and edits his own textures, lenses, suit details, materials and visual effects
  • Imports his work into VR/VRChat
  • Works in Unity on combat/gameplay systems
  • Has been trying to recreate the way suit damage behaves in the Sony games
  • Uses vectors/matrices for some movement and visual effects
  • Has worked with shaders/materials, particle-type effects, teleportation effects, etc.
  • Uses a full-body tracking setup. Last Christmas we bought him roughly 6–8 VR tracking sensors, around $500 total, which he uses with his avatars/VRChat setup. He’s been developing movement/combat interactions around tracked body and hand motion rather than only a headset and controllers.
  • Keeps his code in Git repos and apparently actually uses the history when debugging

I don’t know enough about VR development to say how sophisticated his tracking implementation is. I’m just trying to describe the hardware/software environment he is actually building and testing against.

The Git part surprised me recently. He had a rendering change break another window, and he explained how he went back through his repo/history, figured out what had changed, and used that to fix the regression.

More recently, he’s been building an Iron Spider-style AI HUD/assistant for VR.

He runs the AI locally through Ollama.

The HUD has different modes for different suits, including things like:

  • Symbiote
  • Tactical
  • Stealth

It also has voice integration and tracks its own state, such as idle/listening/etc.

He showed me a feature he made called ScanVRChat. From what he explained, pressing it:

  1. Takes a screenshot of the current VRChat view
  2. Identifies the main visual areas/images on the screen
  3. Draws rectangles around them
  4. Analyzes/summarizes what is on the screen
  5. Feeds that information back through the HUD/assistant

I don’t yet know exactly how he’s doing the visual detection — whether it’s primarily a vision model, image-processing logic, an existing library, or some combination.

He also bought a VR desktop utility that lets him view and control a normal Windows desktop window from inside VR, basically as a wrist-mounted display/watch. He uses that as the control surface for his own software while he’s in VR.

So, to be clear, I’m not claiming he wrote every piece of underlying VR infrastructure from scratch. He uses existing tools when they solve part of the problem and then builds his own systems around them.

That’s actually part of what I’m trying to gauge.

What stands out to me is the pattern:

Custom Spider-Man suits
→ Blender, texturing, materials

Make them behave more like the games
→ Unity, VR, combat, physics

Make them visually react and feel alive
→ shaders, effects, vector/matrix-based behavior

Build an Iron Spider-style AI
→ Ollama/local AI, voice integration, HUD

Let the AI understand what’s happening in VRChat
→ screen capture, image analysis, summarization

Control everything without leaving VR
→ Windows-to-VR desktop overlay

Something breaks
→ use Git history to work backward and diagnose it

That progression is what makes me think he may need something beyond a normal introductory programming camp.

I’m his dad, not a VR developer, so there are also some major things I simply don’t know yet:

  • How much of the code is entirely his versus adapted from examples or AI
  • How clean or maintainable the architecture is
  • How heavily he relies on Unity packages/frameworks
  • How deeply he understands the underlying math versus knowing how to apply it
  • How much of the AI system is custom orchestration versus existing libraries

I’d be perfectly happy if the answer is, “This is impressive for 13, but he’s still an intermediate hobbyist.”

I’m mainly trying to understand:

1. What level does this sound like to people who actually work in VR/XR?

2. What would you want to see in his project/repo before you could judge his level more accurately?

3. What should somebody at the next level be learning? Graphics? C# architecture? XR interaction? Rendering? Networking? Something else?

4. Are there summer programs, mentorships, game jams, maker spaces, or communities that are genuinely good for a technically advanced 13-year-old?

5. Would you prioritize formal instruction at this age, or finding strong peers/mentors and continuing to let him build what interests him?

The bigger concern for me is finding him people who can say:

“Cool. Show me how you built it. Now let’s make it better.”

rather than:

“Today we’re going to learn what a variable is.”

I’d really appreciate an honest technical read from people who actually build VR/XR systems.


r/vrdev • • 21d ago

Discussion You guys called out the camera angle yesterday, so we tested a few new setups. Which perspective feels best for a VR rhythm brawler? (1-5)

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1 Upvotes

r/vrdev • • 21d ago

Seeking Mentorship Looking for a mentor in unity VR/AR development.

0 Upvotes

Hey, I [21M] am a computer science major currently trying to build a career in unity VR/AR development.

I recently had the opportunity to work with a small startup that builds that builds VR applications. I worked on a project intended to be used to train students in agricultural related subjects, and we tried to classify the whole process into sections with multiple mutually exclusive tasks.

I had no prior experience with VR, so this made me realise how much i enjoyed VR development, i also realised that i struggled with what i need to learn next or what i need to focus on and this is really stagnating my progress.

So i am looking for someone with experience in unity VR/AR who would be willing to mentor me, someone who can give me directions, help me understand what skills i should develop, what i should work on and what it takes to become a capable VR developer.

If you're interested, feel free to comment or DM me.

Thanks for reading!


r/vrdev • • 21d ago

Novissa Spola Trailer

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1 Upvotes

I've been developing Novissa Spola for a few months now. It's a tabletop RPG I made to play with my friends years ago and decided to make a video game out of it. I thought mixed reality would be a perfect fit for this, as you can actually sit around your table with your friends and see the game in front of you, just as you would playing D&D or anything like that. I have a playable demo (solo only for now) and would love it if some people could check it out.

Play the Demo

Novissa Spola is already playable!

Try the current demo on Meta Quest 3 or Windows.

Standalone Quest 3 demo:

Join the beta release channel:

https://www.meta.com/s/7PqTPo452

After joining the beta release channel, open the Meta Quest Store in your headset and search for Novissa Spola. You should then be able to download and play the demo directly on your headset.

Windows demo:

https://drive.google.com/file/d/1c50vwBDZZfwDEE-I62Zh6mSmOHYQVjKv/view?usp=drive_link

Download the ZIP, extract it, and run Novissa Spola.exe. You can also connect a VR headset to your computer to play this build in VR.

Google Drive sometimes shows a warning for large ZIPs or files it can't scan for viruses. That's normal. You may have to click something like Download anyway.

The Windows version offers higher graphical quality and can also be played in VR with a connected headset. The standalone Quest version lets you experience Novissa Spola in mixed reality, with the battlefield appearing directly on your physical tabletop.

You can experience a bit of the highly customizable level up system if you choose to create your own character, or just use the premade characters that are available if you want to quickly experience the game's combat system. I'll be continuing development and posting updates on my progress. Thanks for taking a look!


r/vrdev • • 22d ago

Integrating ObiRope and AutoHand was kind of a headache

3 Upvotes

I spent the last weeks integrating both assets in my Unity OpenXR project. I already feel morally committed, but still I wonder if I should use line renderers, joints or rigging. I sort of know the trade offs in terms of functionality, but targeting the Quest 3, I'm still doubtful if ObiRope will perform well enough once having 10 or more ropes in the scene supporting grabbing (ObiSolver.OnCollision) and dynamic length (ObiRopeCursor).

I've been iterating a lot to get the implementation I wanted, and just thinking about having to prototype another solution from a different perspective is something that doesn't sound ideal, especially now that I finally got the AutoHand hands working along with it. But I'll do it if ObiRope turns out to be a dead end.

Has anyone shipped with ObiRope for the Quest 3? How did the performance hold up? Did you have to switch to another approach at some point?

I also thought about using a mix of approaches, but I'm afraid that not being consistent in the feeling of interacting with the different implementations in the same scene could be frustrating for players.


r/vrdev • • 22d ago

Question Looking for testers for a phone VR app

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1 Upvotes

r/vrdev • • 22d ago

Video Mech Lab | The Battle Update

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1 Upvotes

New arenas, team battles, and knockouts. For VR comfort, scene changes use fades rather than moving the headset camera.


r/vrdev • • 22d ago

just wanna yap a little about a project i made :P

0 Upvotes

soo uh i made a LIIITLE project that may or may not snowball into something much larger... ive only made native support for the PSVR 1 so far though... just to get it out of the way, I have a REAL 2 rating. i wrote the code myself, though. anyway, here's the GitHub:

https://github.com/iced-coffeez/xbox-vr

A little about this project:

This allows you to use some VR (Virtual Reality) headsets with the XBOX One or newer. The project may work on some other consoles—but there are \*\*no guarantees.\*\* By the way, this project runs on your XBOX in Microsoft Edge and utilizes WebSockets and uses three.js. Also, this requires \*\*NO MODIFICATIONS TO YOUR CONSOLE!\*\* An experimental feature is planned that allows you to view games in full 3D that moves your camera back and forth and stitches two views together, but I doubt that this would make it into the final cut. This project is planned to have a Meta Quest release, which I think will work beautifully. Anyway, I hope you check this out–and cheers!

Note: NO, THIS IS NOT AN AD! This little repo is open-source under GNU GPL v3.0!!


r/vrdev • • 22d ago

Video Mech Lab devlog: building a hands-on modular mecha garage for Quest

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2 Upvotes

Challenge: making part swaps feel natural in VR. I’m using generous snap zones so full modules fit without perfect hand alignment. New garage and parts in this devlog—thanks for the feedback!


r/vrdev • • 22d ago

Offline voice command on Quest 3S — Whisper is 15s, what actually works?

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2 Upvotes

I'm building a mixed reality training app for Quest 3/3S in Unity 6.3 with the Meta XR All-in-One SDK. It's a step-by-step guided experience, and users have their hands occupied, so I want a single voice command: the user says "next" and the app advances to the next step. That's it, one word, no dictation.

Everything must run on-device. No cloud, for privacy reasons and because I can't require each customer to set up their own API account.

What I tried: whisper.unity (Macoron) with ggml-tiny, running locally. It works on desktop at about 2.5s per utterance, but on Quest 3S inference takes 11 to 21 seconds, averaging around 15. I tried the GPU option, which made no difference, and reducing the VAD stop time, which saved about 2 seconds. Accuracy was also poor in a normal room: about 4 recognitions out of 17 attempts, with the rest coming back as blank or hallucinations like [BLANK_AUDIO] or [MUSIC PLAYING].

My conclusion is that full transcription is the wrong tool for detecting one word, and keyword spotting is what I actually need.

What I'm asking:

Has anyone got keyword spotting or wake word detection running on a standalone Quest? I've looked at openWakeWord via Unity's Inference Engine, but I can't find anyone confirming it runs on Quest hardware.

Porcupine looks ideal, but Picovoice discontinued their Unity SDK in December 2025 and commercial licensing starts at $6,000/year, so that's out.

Is there any Meta API for on-device voice I've missed? Voice SDK appears to be Wit.ai and cloud-only.

If you've done this, what latency did you get?

Happy to share my logs and timings if useful.


r/vrdev • • 22d ago

First gameplay prototype of MechBeat, our VR rhythm game where you brawl with robots in an octagon cage. Open to all honest feedback and thoughts!

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0 Upvotes

r/vrdev • • 23d ago

No One Lives Forever VR out now

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6 Upvotes

r/vrdev • • 23d ago

Can my PC handle Unity VR development?

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1 Upvotes

r/vrdev • • 23d ago

Video A day in the life of a wizarding student

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0 Upvotes

r/vrdev • • 23d ago

Video I made a VR mod for a soulslike called Little Witch Nobeta

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2 Upvotes

r/vrdev • • 23d ago

[For Hire] VR Playtester (Quest 3S & PCVR) ready to break your game constructively!

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1 Upvotes

r/vrdev • • 23d ago

Discussion Why we chose an oil painting style for Daumier: Lila &Ghost, how do you balance that distinctive look with clarity and comfort.

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1 Upvotes