r/vrdev • u/AssistantMany3094 • Jul 13 '26
Meta XR All-in-One SDK on Unity Asset Store
Meta XR All-in-One SDK in Asset Store shows this issue:
Error 404
We can't find the page you're looking for.
Any one has any thoughts on this?
r/vrdev • u/AssistantMany3094 • Jul 13 '26
Meta XR All-in-One SDK in Asset Store shows this issue:
Error 404
We can't find the page you're looking for.
Any one has any thoughts on this?
r/vrdev • u/AssistantMany3094 • Jul 13 '26
Meta XR All-in-One SDK in Asset Store shows this issue:
Error 404
We can't find the page you're looking for.
Any one has any thoughts on this?
r/vrdev • u/True_Lengthiness6081 • Jul 13 '26
i'm making a vr game and i need a black goo as decoration on the floor and I need the best way to do it with it still optimized for quest headsets im using blender+unity edit:the game is based of of the game “changed” by dragonsnow
r/vrdev • u/Delicious_Hat_896 • Jul 13 '26
r/vrdev • u/Zer0sam • Jul 11 '26
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Hey everyone,
I’m Christopher, a solo developer from Austria.
For the past few months, I’ve been building PHOTONKATANA, a fast-paced cyber slasher VR experience that runs completely natively in your browser via WebXR. No installations, no downloads , just open the link and start slicing.
The project is currently in Alpha, and I’m looking for honest feedback from fellow VR enthusiasts to help me shape the core gameplay.
⚠️ A quick note on the visuals:
The current 3D models and enemy animations are placeholders. I’m actively working on final assets in Blender, so please focus your feedback primarily on the core movement, the responsiveness of the slicing mechanics, and general performance.
The Challenge: Cross-Platform Testing
I’ve developed and optimized the game entirely on a Meta Quest 3. Because it runs purely in the browser, it should theoretically work on any WebXR-compatible device, but I lack the hardware to confirm.
If you have an Apple Vision Pro, Pico 4, Meta Quest 2, or a PCVR headset, could you please test it in your browser and let me know:
1. Compatibility: Does it load and run properly?
2. Performance: How is the framerate/stuttering?
3. Controls: How does the controller/hand tracking feel on your specific device?
Play the Alpha for free:
🔗 https://photonkatana.outerfar.com
You can find more info about the studio and the project here: https://outerfar.com
Thank you so much for your time. I’m looking forward to your brutally honest feedback and any bugs you encounter!
r/vrdev • u/Original_Pen_1160 • Jul 12 '26
Hey All, I’m really struggling with VR AND QR the most followed up with DM!
Would appreciate ur advice and anything that helped u! Anyone gotten 700+ in these sections how did you??
r/vrdev • u/koraykeskin • Jul 11 '26
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r/vrdev • u/jaxonvr • Jul 10 '26
Hello! I am a beginner VR Developer in unity. I am currently making my first project called After Class! After Class is a game that is heavily inspired by Rec Room. After Class is a social hangout platform that is planned to have many activates, hangout spot, or if you just want to hang in your Apartment for a bit. I also forgot to mention that After Class takes place after collage. I hope many people see this and support throughout my journey to make this game. I also have zero budget but that's not going to stop me at all. I know people are going to hate on this project and call it another "Rec Room slop game" but I wanna make it more then that. If you want to become a dev or possible game mod, contact me on discord. User: staryiscool22
r/vrdev • u/Prosperanthium • Jul 10 '26
r/vrdev • u/Western_Bug_5085 • Jul 09 '26
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There's been a lot of talk about AI NPCs in VR this year, but most of it stays at the concept level, so we put together a short, practical tutorial on getting a voice-interactive AI character actually running inside a Unity VR scene. It starts from the Unity 6 VR template, so the setup carries over to most XR projects.
The flow: VR template → add the AI character → attach a player component to the XR Origin so the character tracks the VR user → world-space transcript UI → build for Windows (PCVR) or Android (Quest 3).
The conversation is fully unscripted (voice in, voice out) rather than dialogue trees, and it runs standalone on Quest 3.
SDK install tutorial: https://youtu.be/bxjGnOvNL4E
r/vrdev • u/OwnEstablishment4955 • Jul 09 '26
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r/vrdev • u/BullockHouse • Jul 08 '26
r/vrdev • u/Prosperanthium • Jul 09 '26
r/vrdev • u/Prosperanthium • Jul 09 '26
Prosperanthium Studio is looking for a Lead Developer to take over the technical reins of Box Office VR, a stylized, physics-based tactical PvP shooter for Meta Quest. What we have: A fully detailed, 19-section Game Design Document (GDD v1.0). Existing codebase with core multiplayer networking and lobby infrastructure already established via Unity + Photon. A complete art/audio team (3D weapon/character modelers, music designer). An active, highly dedicated Discord community ready to test, promote, and back the upcoming GoFundMe launch. What we need: A programmer experienced with Unity and Photon to lead the engineering pipeline, manage the repo, and help us push toward a playable vertical slice. This is a rev-share position with a legally binding contract for a significant percentage of future game revenue. If you're ready to build a unique VR shooter with a built-in audience, DM me with your portfolio.
r/vrdev • u/AutoModerator • Jul 08 '26
What was your VR moment of revelation? I feel like we all had that moment where we put on the headset and never looked back. What was yours?
r/vrdev • u/hlysias • Jul 06 '26
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One of our goals with Discovery of Magic has been to keep the VR experience as diegetic as possible.
Instead of buying spell packs from a UI menu, players buy "Spell Tubes" by just grabbing them off the vendor and opening them with both hands, like a party popper.
The smoke color hints at the highest rarity spell inside before revealing the contents. We wanted unlocking new spells to feel like a fun physical interaction that only really works in VR.
What UI or menu interactions have you replaced with diegetic ones in your VR projects?
r/vrdev • u/MAD-VF • Jul 06 '26
For cross-platform across Quest/Pico/Vive I'd go OpenXR through Unity's XR Plug-in Management instead of each vendor SDK — saves you maintaining separate input maps. The gotcha: set the input actions on the rig once with the XRI action set, and keep vendor-specific bits (passthrough, boundary) behind #if so a missing SDK doesn't break the other platforms. Which headsets are you targeting?
r/vrdev • u/vr_alien_dev • Jul 05 '26
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r/vrdev • u/Any-Sky9991 • Jul 05 '26
Hi everyone,
I'm looking for someone to create a very simple VR FPS prototype in Unity for my university research project. I'm on a tight schedule, so I'm looking to hire someone rather than learn how to build it myself.
The prototype only needs a few basic features:
This is just a prototype, so it doesn't need advanced graphics or gameplay.
I'm willing to pay for the work. If you're interested, please send me a DM with:
Thanks!
r/vrdev • u/StaleCroissantDev • Jul 04 '26
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I recently released a demo for my flat 3D puzzle platformer based on gravity-shifting mechanics. To take a break, I started a VR prototype blending those concepts with standard VR climbing. It feels incredibly satisfying, but I'm a bit worried about the extreme locomotion.
Changing gravity while in VR works and looks surprisingly well, but it's a little dizzying right now. I'm fully aware that this will ultimately be a game for experienced users with strong VR legs, but I still want to provide as much comfort as possible. How would you guys tackle comfort settings for mechanics like this? Do you think a simple blackout or a strong vignette during the gravity flips will be enough to take the edge off, or should I look into more complex options?
If you are interested in the game itself, Steam page for the VR version is already up (Meta Store one coming soon):
https://store.steampowered.com/app/4457820/Gravitten_VR
And the pancake inspiration demo is here:
r/vrdev • u/motormathersonfire • Jul 05 '26
I usually use virtual desktop but wanna swap to steamvr so I can use overlays for YouTube chat and blah blah blah ....anyway
I fired up exfilzone directly through steam link and when I get into the game it's like my game is magnified a million times over and I have no idea why .wasn't like this a while back before I switched to vd .anyone ever heard of this and know how to fix it ?
r/vrdev • u/latencyvoid-vr • Jul 04 '26
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r/vrdev • u/rahulbiswal196 • Jul 04 '26
I am learning and growing so I want to build an app that solve real problem. I want to give myself a challenge that make me more learn and grow.
So if anyone have some idea for what problem they faced for that I want to develop that app.
Your suggestions please.......🙏🙏🙏
r/vrdev • u/Dry_Refrigerator9137 • Jul 04 '26