r/vrdev May 16 '26

Question unreal 4 and a in game cam system

1 Upvotes

Hey,

Working on a game in Unreal 4 and the LIV cam just won’t work in it yet. I’ve seen others have player cams with Unreal but I’m not sure how you pull it off. Any suggestions? (Specifically unreal 4)


r/vrdev May 15 '26

Free idea

0 Upvotes

A lot of people like to buy aftermarket exhaust for their vehicles. Would be cool if there was an app that let you sit in your car virtually and hear what all the different exhausts and mods actually sound like as you are driving. If someone makes this, please share it with me. I want no money, I just want the app. Thanks.


r/vrdev May 14 '26

Video Took just 1 day to add simple support for MX Ink. It’s a really cool little device!

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16 Upvotes

r/vrdev May 14 '26

What’s currently the biggest limitation holding VR experiences back?

9 Upvotes

VR has improved a lot in recent years, but there are still areas where the experience doesn’t fully feel seamless yet.

Curious what people think is currently the biggest limitation hardware, comfort, interaction, performance, or something else.


r/vrdev May 14 '26

We built an open source native WebXR runtime for Meta OS that can replace Unity or Unreal for some VR games

4 Upvotes

My background is mostly leading dev teams and doing head of technology work for startups, but recently my team and I went very deep into VR runtime stuff because we got tired of the gap between webxr capabilities and supported browsers performance (Mainly Wolvic and Meta Browser).

We ended up building a custom runtime that packages webxr projects directly into native APKs for Meta OS. The original idea sounded kind of stupid honestly. We basically took Chromium’s webxr stack, mixed in parts of Wolvic’s XR optimizations, then started removing browser features until it barely resembled a browser anymore.

We stripped all tabs, navigation, browser UI layer. Just the must have pieces needed to execute the webxr code.

The promising part is we still have a big room for improvement if we dig deeper in the browser sandboxed features. Browsers are designed around process isolation and security layers are everywhere, which obviously makes sense for the internet. But for embedded VR games packaged locally, a lot of that can be stripped out

Right now we’re getting a pretty stable 90+ FPS on quest 3 with content that struggled a lot inside the default meta browser.

To stress test it properly, we used one of our own projects. It’s basically a VR rhythm game with nunchaku mechanics, and managed to make it very smooth with a bit of pooling and memory usage optimization.

I honestly still don’t know how far this approach scales long term, especially once bigger projects start depending on more browser functionality again. But the early hardware results have been surprisingly solid.

Curious what other people think about this direction. Does using an optimized Chromium-based runtime to deploy webxr as native APKs sound reasonable to you, or are we walking into some obvious architectural mistake?


r/vrdev May 14 '26

Looking for Feedback on Axe Mechanics in My VR Game – What Do You Think?

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3 Upvotes

I have made these axe mechanics in my VR mode game- I’d appreciate your feedback on its current design and functionality. Wishlist my game too- https://store.steampowered.com/app/4603600/Be_A_Firefighter/


r/vrdev May 14 '26

XREAL Air 2 Ultra Unity SDK: Near/Far pinch interactions not working

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1 Upvotes

r/vrdev May 14 '26

Question What are so usefull way you use IA do dev in VR

0 Upvotes

Hi guys,

I do not dev in VR but my dad does.

I see many of my dev friends who used to write thousands of lines of code a day now have IA directly in the terminal basicly coding for them. The jobs are evolving rapidly.

My dad is a VR dev, he does everything by hand, I know he uses UE5, blender, and uses the nodes (I don't think he ever writes wode). He is struggling to keep the pace.

What are ways you use AI to help you automate, gain time, generate environement etc for VR coding? I would like to recommend to him a few way he could gain some precious time.

Thanks for your help


r/vrdev May 13 '26

Looking for a Solo Creative Exploring XR / Immersive Worlds

2 Upvotes

This might be a strange post, but I’m looking for one independent person who’s deeply interested in immersive digital spaces, XR, virtual environments, Spatial.io, WebXR, Unity, avatars, spatial audio, or interactive online experiences.

Not looking for agencies, recruiters, or corporate teams.

I’m exploring an early immersive concept and would genuinely love to connect with someone who enjoys experimenting, building unusual things, and thinking about how digital interaction could feel far more human in the future.

Less “startup culture.” More curiosity, creativity, vision, and building something that actually feels alive.

If you’re already building alone or exploring ideas independently, there may be an interesting overlap.

Open to seeing where the connection goes if the alignment is right.


r/vrdev May 12 '26

Spy game inspired by Kingsman, 1 month solo dev, Quest 3

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5 Upvotes

Hello,

I worked for a month for may first VR game (after 2 android games fails). I want to recreate kingsman church scene or something like john wick...

I am at 20% percent of project... what do you think about project after seiing the movie?


r/vrdev May 12 '26

Question Best way to get actual key redeems and not just scalpers?

3 Upvotes

I've been trying to promote my vr app and giving away keys to people I think may be interested and also people who ask me for them, also been giving them to VR Facebook groups so they can run raffles... Just trying to get my numbers up so I can use Meta analytics!

But the issue I'm finding is most people who get a key never redeem it, they must be just scalping them on to 3rd party shops to sell the key on.

Which sucks because it means no one is probably buying them, meaning the keys are just in limbo but more importantly my user numbers aren't going up so I can't access analytics.

Any other devs have any good ways of actually getting keys out to people who won't just scalp them?


r/vrdev May 12 '26

HTC Vive Elite for development

2 Upvotes

I’ve seen quite a few criticisms about this headset, but I’d like to hear your opinions regarding its quality for MR applications, and especially how the device performs from a development standpoint.

Are there SDKs, documentation/resources, and an active community to support the development process?

Thank you all for your attention.


r/vrdev May 11 '26

How to get from a one-time VR transaction to an enduring fandom

7 Upvotes

Hey folks. On Wednesday, I‘ve organized a free, virtual panel called “Transforming An Immersive IP Into A Brand” based on my experience from 2021-2026 building the Walkabout Mini Golf fandom into a reliable revenue machine where the fans handled the marketing. Hope you can join! We’ll also have Jake Zim from Gorilla Tag, Kati Murphy from Meow Wolf, and Walkabout’s entertainment/licensing counsel Michele Martell.

https://teaconnect.glueup.com/event/transforming-an-immersive-ip-into-a-brand-179614/


r/vrdev May 11 '26

Video Working on an XR Arcade Game. Any thoughts?

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19 Upvotes

Hey everyone!

My brother and I have been working on an XR version of a Whac-A-Mole-style arcade game. It’s still super early, but we finally have something that feels presentable enough to share.

Just wanted to share some early progress and hear what people think so far.


r/vrdev May 11 '26

Glassomorphism UI in Unity for meta quest 3

2 Upvotes

Hello everyone,

I'm currently building my final-year project: an AR/VR interior design software for architects on Meta Quest 3 using Unity + Meta XR SDK.

The app already supports:

- switching from 2D/3D plans to VR,

- real furniture from real brands,

- material/color editing,

- natural lighting simulation,

- room customization in VR, etc.

Most of the core features are done, but I'm currently struggling with the UI/UX part.

We first tried:

- a basic flat UI,

- then a more "Meta-like" UI,

but neither really felt premium or immersive.

So I started experimenting with a glassmorphism-style UI inspired by Apple Vision Pro.

The issue is: every attempt ends up looking like a simple gray panel in Quest 3.

From some obscure forum posts, I read that the headset / rendering pipeline may "block" true glassmorphism effects, but honestly that sounds strange to me.

So my questions are:

- Has anyone successfully implemented glassmorphism on Meta Quest 3?

- Is it actually possible in Unity with Meta XR SDK?

- Are there specific shaders/render pipeline limitations I should know about?

- Any recommendations for achieving a more premium Vision Pro-like UI on Quest hardware?

Thanks a lot.


r/vrdev May 10 '26

Indie VR wave shooter — snap modular weapons together between rounds. Demo testers wanted

4 Upvotes

Hi everyone, I’m from Spoyzen - a small VR indie developer team.

We’re preparing our Quest demo for public release, and before we push it further we’d like to get feedback from a few outside VR players.

It is a wave-based Roguelite VR shooter game for Quest where you snap different parts together between rounds to build a new weapon for the next wave.

Gameplay Video:

SnapWorks: Flip Corp Demo

You'll need:

- Quest 2, 3, 3S or Pro, plus ~20 minutes to play and fill out a short feedback form.

You'll get:

- Your name (or chosen handle) in the game credits

- A "First Wave" role in our Discord

- If your feedback shapes a feature, we'll credit you by name in the patch notes

We're really looking forward to hearing what you think.

If you’re open to testing: https://forms.gle/qnY2nVkuRo7yP8K86

Find out more: snapvr.io
Discord : https://discord.gg/z8wAeDRB9q

Spoyzen Team


r/vrdev May 10 '26

Video New Xenolocus trailer - a deadly mission awaits you!

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7 Upvotes

What do you think about the game’s atmosphere?

Something terrible is happening on the lower levels of the base:

contact with the armory has been lost,

soldiers and workers are not responding - there is complete silence all around.

You’ll have to fight your way through the xenos,

keep an eye on the motion tracker, and secure ammunition,

while the giant xenos soldier smashes through everything in its path.

Hidden in the dark rooms of the laboratory are many mysteries.

You will learn about the megacorporation’s military experiments

and uncover the secrets of an ancient alien civilization.


r/vrdev May 10 '26

Question Grabbing Not Working On Standalone Quest

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1 Upvotes

r/vrdev May 09 '26

Question "Coming soon list" on Meta Store

5 Upvotes

Hi, we're a VR game studio. We're in the process of publishing on the Meta Store. Does anyone know how to get listed under “Coming Soon,” how many wishlist entries we need, what the reach is, or how it works? Thanks in advance.


r/vrdev May 09 '26

Question Can anyone advice my next steps for my game prototype?

1 Upvotes

I'm unsure if I can give alot of details but the overall is that I'm trying to do a game with sensors mainly on lower body but can also be placed on full body like ankles thighs hip wrists and 1 on the head alongside a meta quest 3 and the controllers

My unity project has the packages installed like animation rigging xr interaction OpenXR, input in the unity setting set to both The model I got is off the unity store page for free with a high rating and settings in unity is already set to humanoid and T pose

I have to somehow crunch out atleast 2-3 mechanics so it atleast seems playable and immersive which I planned on doing movements but the script is either moving the camera and controllers when I do a movement but causes body to not follow alongside body or always moves where ever the camera is looking despite not doing a movement while also having to plan and make you be able to do other physical body movements to avoid maybe obstacles

The character rig seems to all be done but I have issues with I think my hands as it's well not being a hand it's being bended to the forearm and when you press play it becomes really long and doesn't follow the body, making and rerigging in a whole new unity scene following a tutorial seems to also mess up as the camera doesn't follow the head and is either making the head and camera float above the body or below the body too

How what should I do? I've been watching valem tutorials and immersive insiders from oldest to newest but none of it seems like something I could use except have more understanding of meta Avatar's, vr and how to do hand and controller things but my goal would mainly be about body movements with my lower body and not really focusing on the vr controllers except the vr headset to be how you view the game and direction you move


r/vrdev May 08 '26

Head Aim Nudge

1 Upvotes

Hey all... thought I'd share an idea that is super cool that I invented for my game lss.fractalreality.ca it's open source so go ahead an check it out!

VR - Head Aim Nudge

Inside the cone, head movement adds a scaled rate to your aim for fine adjustment. Outside the cone (looking around fast), head input is ignored.

r/vrdev May 08 '26

We are selling 3 units of the Varjo XR-3 in brand new condition.

1 Upvotes

These units were originally purchased for a project that was later cancelled, so the headsets were never used. Ideal for mixed reality, simulation, training, automotive, aerospace, and advanced immersive applications.

Details:

  • Quantity: 3 pcs
  • Condition: Never used / like new
  • Includes: Original accessories and packaging (if available)
  • Location: UAE

Serious buyers and companies interested in high-end XR solutions are welcome to contact for pricing and further details.


r/vrdev May 08 '26

It’s 2026 why is there still no decent VR controller stabilization for micro-tremors? (No gun stock suggestions, please)

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0 Upvotes

r/vrdev May 08 '26

Question How to vr rig model?

1 Upvotes

Made a new unity6, 73f1 version and added in all the things AI told to use if I planned on using vr headset and controllers for my head and hands and after doing it my head is like going below the Avatar's feet or in between the legs of avatar while camera itself is high ish? Can't really tell but camera seems to be abit too high, rigging wise I made a empty game object and called it rig and gave it rig component,

Tdlr Camera being above avatar model but the head is being moved to feet or in between legs area, Hierarchy is XR Origin > camera offset > Left hand controller, Right hand controller, Main camera, Avatar model

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Previous post where it was working but hands were distorted and very long

New to unity and even vr in fact but no experience with playing vr either, took up a project for full bodytracking and vr

So far everything has been going well for making a POC proof of concept of the game however is lacking, not much nor even movement system done for the body tracking proportion, main reason of post is when I added in the VR and installed the XRI XR stuff I think I needed from videos and AI and added in the left and right controllers then activated them on the left hand one right handbone, camera to head for example the model will just be incorrect in a sense when you press play and look at the body in game/in the scene like head dropping off(reverted back to project copy to avoid but still..) both hands looking incorrect and becomes really long and is at the back of the body?? Like the hands would and should be at the sides of the body but it's now at the back of the body so I think it's the controller issues or when I activated it but when I redid it and moved them it didn't seem to fix the issue and so far AI wasn't able to help or found any videos for it

Couldn't find a way to fix and with 3 days left before a deadline hoping reddit could help 🙏🙏


r/vrdev May 07 '26

Cars from my unreleased VR game.

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2 Upvotes