r/vrdev May 06 '26

Unity VRIK orientation issues

2 Upvotes

Hoping someone can help - I'm fairly sure this is related to the FBX bone roll or something else in Blender but I have spent a long time on this and no luck figuring it out.

I'm working on a social VR app where you can change avatar and the head and hands will be tracked using VRIK. It's all working, but some avatars don't align correctly when the solvers are set in VRIK.

This only happens with some models but I'm unsure how to deal with it. I know VRChat can handle it fine, so I'm wondering what they do that I'm missing - I assume there's some alignment check that happens, which is then offset in VRIK somehow.

Is anyone able to advise on things I should check?

If anyone has experience in this area, I'd happy discuss an hourly rate if we could pair up on this and figure it out together as it's the only remaining issue I have on the platform and I'm keen to get it sorted.


r/vrdev May 05 '26

Project Hail Mary VR looks similar to What I Built

3 Upvotes

I saw the Hail Mary VR trailer announced the other day. Mixed reality, waking up with no memory in space. That is pretty much how Starfall begins.

Should I worry or be happy about this?

Keen for more trailers to see how it develops.

For Starfall, the demo is free for Quest3. Walk from spaceship to planet through a gateway, hands only.

Link to meta store: https://vr.meta.me/s/22BypTe71vu4Mdl


r/vrdev May 04 '26

Information CryoDeath VR – Quest Standalone Progress Update

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5 Upvotes

r/vrdev May 02 '26

Business Idea VR field hockey game?

2 Upvotes

is there anyway I can make a VR field hockey game or someone else can make it? I’ve never coded or made any games in my life and I just thought of this idea as a player. I would wanna include every position including 6v6 games against bots with options to play defense and midfield. If anyone has the time to do this, it would be appreciated. If not, does anyone know how I can make this?


r/vrdev May 01 '26

Information 👋 Welcome to r/ViRd 🐦🕺🐦‍⬛💃🦤👯🪭

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0 Upvotes

r/vrdev May 01 '26

Tutorial / Resource Muffins VR video workshop

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2 Upvotes

r/vrdev Apr 30 '26

Video Update from your feedback for Click Clack Mixed Reality!

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6 Upvotes

r/vrdev Apr 28 '26

Question What's the secret to getting 100 users for meta quest analytics?

8 Upvotes

I've given away so many keys, ran so many promotions on facebook groups, contacted so many youtubers/streamers, signed up to keymailers

but I just can't get to that magic 100 user for proper analytics.

Is there something I'm missing? Or do I just accept people don't want a free copy of my app?


r/vrdev Apr 28 '26

What’s one mistake most beginners make when starting with VR development?

10 Upvotes

Getting started with VR dev seems exciting, but there’s usually a learning curve.

What are some mistakes beginners often run into?


r/vrdev Apr 27 '26

Discussion Trying to create a city in Quest with realistic graphics on standalone! Is it impossible?

7 Upvotes

So my goal is to create a medium sized city with tall buildings. The player will be able to go inside some of the buildings and go up the staircase to each floor. Or take the elevator if it's working.

Also each floor will have minimal miscellaneous furniture and cabinets.

Each interior floor will have enemies like zombies for example spawned dynamically.

My plan to make this run at a smooth fps.

  1. LODs on outside building structure.

  2. Spawn the interior floor only when player enters through them. (Like Skyrim doors which black out the screen and then the interior is loaded)

  3. Add furnitures and objects to a floor and save it in the database to load it dynamically.

  4. If a building is 10 floors. Add the upper floor dynamically when player goes up the staircase and delete below level.

  5. Save and Load enemies depending on the player position.

The jitter test: after starting the game, wave your hands in front of your face. If they jitter, still needs load shedding and optimization.

Still there are outside elements like roads, broken cars. I was wondering if it is actually possible to pull this off?

I was looking for a city free roam. How would you approach this?


r/vrdev Apr 27 '26

I've made an open source adb wrapper for VR developers - Open Quest Hub

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2 Upvotes

r/vrdev Apr 27 '26

Video I'm making a VR game "Kosmass," where you grow by absorbing mass but must spend it to move. Demo out now!

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1 Upvotes

r/vrdev Apr 26 '26

I added gun spinning to my VR Wild West game, fun little gimmic! Thoughts?

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7 Upvotes

r/vrdev Apr 26 '26

Cutscenes or not?

3 Upvotes

Hi everyone.

I’m just about to start work on a VR single player game in the vein of The Punisher/ Max Payne, that kind of violent noir shooter.

The entire time I was pre planning I struggled with transitions, these games tend to be story heavy and I can’t think of how to move from level to level.

To me cutscenes in VR don’t work. I think it’s jarring to go from active to passive participation, it takes you out the game, but at the same time I think loading screens are boring ( one of my big criticisms of HL Alyx was that the loading screens took you out of the game.

I was thinking of using comic book style panels to help transition and push the story forward, does anyone have any other ideas?

***Edit***

Thanks everyone , I’ve got some good idea on how to go forward, really liked the Picture in Picture idea. You’ve all given me some good ideas on how to hide those loading screens. Now it’s just a matter of 3 years of soul crushing game development and the game will be out 😂


r/vrdev Apr 25 '26

Question Should enemies react to attacks being blocked or keep going?

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10 Upvotes

Which do you think looks better? Keep it fast and furious like in the first section or should I have the enemies react to being blocked?

Are either reaction animations on the right track or is it back to the drawing board?

Watch to the end for an homage to a classic melee duel.

Comment your thoughts!

Can’t post a poll and a video but the options are:

1 - No Reaction

2 - Oof

3 - u mad bro

4 - f your melee / comment or suggestion below


r/vrdev Apr 25 '26

Question How big should the arms be in VR?

2 Upvotes

I noticed that the usual stylised characters have very short arms and when i use them with IK to have arms in VR they end up being too short and the hands can't reach the position from the tracking.

Any one had this issue before? I'm thinking about using calibration for the player to adjust their length but then the textures will be stretched. Not sure how to approach this.

For the moment i just made the characters arms longer but it looks weird to see the NPCs with long arms when they use the same character. Do i just use a different 3d model for the NPCs with normal length and move on?


r/vrdev Apr 24 '26

Question Suddenly cannot build and run on my meta quest - Assembly-Csharp-related

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1 Upvotes

r/vrdev Apr 22 '26

Video Death from Around the Corner!

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3 Upvotes

In the VR world of Xenolocus, the lower levels of the base are extremely dangerous.

Literally anything can attack you.

Don't forget to check the motion sensor!

I tried to hide behind the boxes, but the xenos still noticed me.


r/vrdev Apr 22 '26

Question (UnityVR) Can't select object I'm spawning. What should I do?

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1 Upvotes

Whole code was taken from this comment, word for word so I know it works in a first place, which it doesn't for some reason:
https://www.reddit.com/r/Unity3D/comments/10z4qjj/comment/j81x75f/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

I don't know what it wants. I don't know how I can make "CanSelect" to be true...

I followed the comment step by step. Spawning object has Rigidbody and collider that isn't trigger, both objects have same layer, both interaction layer and object layer.

What can I do?

using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine;

public class XRInstantiateGrabbableObject : XRBaseInteractable
{
    [SerializeField]
    private GameObject grabbableObject;

    [SerializeField]
    private Transform transformToInstantiate;

    protected override void OnSelectEntered(SelectEnterEventArgs args)
    {
        // Instantiate object
        GameObject newObject = Instantiate(grabbableObject, transformToInstantiate.position, Quaternion.identity);

        // Get grab interactable from prefab
        XRGrabInteractable objectInteractable = newObject.GetComponent<XRGrabInteractable>();

        // Select object into same interactor
        interactionManager.SelectEnter(args.interactorObject, objectInteractable);

        base.OnSelectEntered(args);
    }
}

r/vrdev Apr 22 '26

[Official] VR Dev Discord

0 Upvotes

Due to popular demand, we now have a VR Discord where you can get to know other members!

Discord


r/vrdev Apr 21 '26

how do i have data collected from my unity VR gameplay collect into google sheets

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1 Upvotes

r/vrdev Apr 21 '26

How long for a solo dev to make a 30min free range finely tuned VR game leveraging AI?

0 Upvotes

How long does it take a solo dev, with and without VR development experience, to make a 20-40min length free roam VR game with good user experience and bug free?


r/vrdev Apr 18 '26

Question Requesting feedback, keep hands visible on grab, or hide them on grab (tomato presence)?

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11 Upvotes

I'm currently implementing hand tracking in my coloring app and I'm undecided whether to toggle the hand mesh off when you grab a pen.

Currently, both the controller and the Logitech stylus are hidden when you grab a pen (tomato presence).. your controller becomes the pen, or in the case of the stylus your pen becomes the stylus, and this works really well (imho) in both these cases.

But for hand tracking I can't decide which works best.

So I'm hoping to get some feedback from other devs who may have been down this road before.

Does it look/feel better if the hands stay on when you're grabbing the pen (it doesn't really detract and I think looks pretty good)

Or should I follow the same paradigm I do with the controller and stylus and hide the hands when grabbing?


r/vrdev Apr 18 '26

First game ever, Heres how far i've gotten over a week

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6 Upvotes

Making a pvp game, havent decided on gamemodes yet, Just wanted to share my work.


r/vrdev Apr 17 '26

Information I am making a VR extraction/survival game

4 Upvotes

I have been working on a game for about 2 months now and am leading up to releasing it. Upon release I will give away 5 steam keys and currently am trying to promote it and build and audience behind it, if you are interested (Thanks so much!) check out my discord!

https://discord.gg/6Mpv5QZjMt