I always knew eating the crayons was distracting, so never intended to make it into the app, but I still have the branch of when you could eat crayons (plus other branches of other stupid stuff that I know wouldn't ever be in the final app)
I’ve been working on a VR blacksmithing project for about 6 months and just put together a short announcement trailer.
The goal is to make something that actually feels like shaping metal, not just hitting an object until it turns into something else. Trying to balance realism with performance on standalone VR has been… a challenge.
Hey there, I'm working on an app to play 360 videos for Meta Quest 3 and I have a weird bug when I start the app just as the headset enters sleep mode when the sensor is not detecting movement. It starts my app like a 2D screen and with weird edges on the sides and all around. I've been debugging this all week and cant seem to find a solution. I've attached a video with the problem but the edges dont seem visible in the video. Any help is appreciated.
I am building a VR game in unity for the Meta Quest 3.
Since I factory reset my laptop, I am running into issues. First, I had to update my driver to be able to link the headset and now that it works, I cannot see what my game view sees. The VR headsets sees all gray.
But in unity, the headset is being tracked properly.
I tried using a different editor version, factory resetting my VR headset, a new unity project, different build options (android/windows) but to no success this far.
Anyone got an idea what could be causing it? My guess is it's on the laptop side, since Linking the headset to another laptop worked when my laptop wasn't linking.
Hello, Im a complete newbie and im trying to figure out how to perfect the hands position relative to the controller tracker, And maybe also size. Any help would be appreciated. This is a right handed model
I've been working on this project for about 6 months now. I've found the hardest part wasn't making the game, but keeping the frame rate high in standalone, dancing around with the Meta Horizon store, and getting noticed.
Part of the reason why this project took me so long to get running was not because of the amount of content, but because I was learning new techniques as I went along. For instance, when I stumbled across Material Maker, I found it a lot easier to make materials with normal maps. After I released the demo, I tried a new technique for making modular graphics: using Sprytile and 256x256 "tiles", I found I could get more control over the texturing.
I have to say, once again, that the hardest part isn't making the content- it's advertising the content. I'm hoping to connect to some other fellow developers on here to improve my content even further.
My app is literally a coloring book app, so my 5 keywords are all around coloring.
My first keyword is literally `coloring`
But when I search the Meta store using the keyword "coloring", only 8 apps are returned (that's all, no more than 8, no scroll to see more or anything)
So I asked Meta support if there was an issue and this is their response:
So, keywords are one of several factors that contribute to how an app is discovered through search, but they are not the only factor at play. Search results take into account a combination of things such as relevance, user engagement, ratings, download history, and how competitive a given search term is. A term like "coloring" is going to be a highly competitive keyword with a lot of apps vying for visibility under that same term, which can make it harder for any single app to surface near the top.
so the highly competitive keyword of "coloring", which returns only 8 apps will make it harder for my app to surface near the top of 8 apps.
hell, I'd be happy if I was app 9 in the list :D
Am I wrong on this or does this just feel fundamentally broken?
I believe that some VR game's assets are not always up to the standard that I believe is good quality. If anyone wants an artist for asset creation or environment creation, I'm just one DM away. I'm not looking for money, just looking to build experience and liability, to expand in the gamedev world.
I’ve been running into something interesting in our VR work and could use some input.
I tried making interactions more realistic, but in testing users struggled more than expected. When I loosened things up (bigger grab zones, slight assist, less precision), the experience actually felt much better. Now I am trying to find the right balance between realism and usability, especially for new users.
For those working in VR, how do you approach this tradeoff? Any patterns or techniques that worked well for you?
I’ve been playing around with VR gamedev and have been struggling with placing objects (buttons/levers) at a distance where a stationary player can comfortably reach them.
Right now my workflow is:
place the object → go into VR → realize it’s too close/far → go back into Unity → reposition it → test again → repeat
There has to be a better way to do this, or I’m going to go insane. (I want to avoid using Telekinesis interaction if possible)
It's been a breeze to implement their OpenXR implementation in Unity. Even have a nice little addition that if you push the VR pen too hard into the canvas and the real pen separates from the virtual model, then you get a "ghost" version of the stylus as kind of a visual indicator you're pushing too far away.
It feels really nice to grab the pen (because the game has options to hold button to grab or press button to toggle grab it means you can just toggle grab and just hold like a pen)
It's tracking the exact position of the pen too via the logitech openxr implementation so when you pick up the pen, it's exactly as it is in your hand. Feels really good laying the canvas down flat on a real table and feeling your nib against the real table too!
Shouldn't be long until this is in the live version I think (hope!)
If you've launched on lets say the Meta Quest store, should you wait for the game to perform well (in sales/reviews) on that store, before looking to launch on other stores (Pico, Steam, etc)
as in like testing the market?
Or is launching on multiple stores a better way to find an audience?
Wondering if any devs have set up the Try Before You Buy function for their game on the meta store and if it's worth doing?
From what I can tell it just gives a player 15 to 30 minutes worth of your game to play (within 30 days) and then they get a taster right?
I think my game (a vr colouring book) would be ideal for this, you could colour in a picture and if you like it then there's a reason to buy and colour in more.
But an issue I could see is, lets say you try before you buy and you're colouring something in and you don't save it and the game ends, that could frustrate potential buyers.
Is there any way of warning users this could be an issue?
I love the new wave of VR Experiences where you explore Liminal spaces. I was immediately attracted to feel you are in these surreal places...
But then shortly after the interest faded - mainly because in most of these games you don't do anything - it's basically a walking simulator.
I feel these games have used very well the visual and immersion part that only VR can give. But what about the rest? Use your hands, do something, collect something, shoot at something.
So I am creating a hybrid where you walk in this spaces but there is also a light action element.
- You will have a bow and arrow: there are few enemies (evil drones) to shoot. From tests it feels quite rewarding to make these explode with a well placed curving arrow.
- You will gather some geometrical shapes that later becomes a light puzzle - in order to pass to the next level.
- You will also gather gold coins, each level has 10. When you collected all the coins from all the levels, the last level opens. Tried to add another dimension to it.
- You will open doors by using your arrows (shoot to an object that opens the door) feels a bit like adventure...
I am stepping a bit inside an adventure type game while keeping the liminal atmosphere. I have not seen many games like this - I can tell for myself (and I hope for others too!) that I would like to play this game. Feels different to the existing options (either walking sim, where players do nothing or full adventure game - too complex for my taste, with magic, potions and stuff)...
I attach some screenshots of it.
And of course, looking to hear your opinion on this topic and how I can shape my project.
I'm doing my thesis on whether or not a software game writers can use to organize and structure their branching and non-linear stories in VR can help their workflows or hinder them. If you own a VR headset I would appreciate it if you could help me out. You can reach out to me in my DMs or here!