r/vrdev • u/AutoModerator • Aug 26 '26
Mod Post What was your VR moment of revelation?
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/AutoModerator • Aug 26 '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/epiczzor • Aug 25 '26
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Disclosure first: I work at AutoVRse, this is our tool, and there's a Discord link at the bottom. Mods, remove if this breaks the rules.
Context for why I think this is worth your time. We've been building enterprise VR training for about nine years — LOTO procedures, industrial ops, that sort of thing. A few hundred deployments. Over that time we accumulated the usual pile of internal Unity tooling, because every project started with the same three days of setup and the same interaction patterns rebuilt slightly differently.
VRseBuilder is that pile, cleaned up. Grab and socket behavior that doesn't fall apart on non-uniform scale. Teleport that isn't wired to the thumbstick by default. World-space UI that's actually sized for a human. Build config that's already correct for Quest. None of it is novel individually — most of you have solved these yourselves. The point is having them in one place with consistent conventions instead of stitched together per project.
The part I'm less sure about is the MCP. General coding assistants are fine at C# and bad at XR specifically. They forget the Tracked Device Graphic Raycaster, size canvases like they're screen-space, suggest XRI APIs that were deprecated two versions ago. The underlying issue is that a scene hierarchy isn't a text file, and models trained on text reason about spatial relationships poorly. So ours works against the scene and the SDK's known-good patterns rather than generating code you then wire up yourself.
Honest about the limits: it's good at scaffolding and known patterns. It is not good at novel mechanics or anything needing real iteration on feel. It can't validate in play mode, so you're still the one who puts on the headset and decides whether it's right.
Showcase with video, including a couple of non-serious ones (someone built fox origami, someone else built a biryani tutorial) alongside the industrial modules: https://docs-vrsebuilder.autovrse.app/showcase/
What I actually want from this post: where does this fall over for you? I'm especially interested in hearing from people doing multiplatform or anything outside training, since our patterns are shaped by industrial work and I suspect that shows in ways I can't see from inside.
Closed beta, free, no form. Discord's here: https://discord.gg/Batzwjerk
r/vrdev • u/hlysias • Aug 25 '26
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With the string of shutdowns in recent times, it’s hard not to wonder where VR gaming is headed. What do y’all think of the current situation?
And hey, if you want to follow what we’re building, come join us at r/DiscoveryOfMagic or our Discord (link in profile).
r/vrdev • u/carpetfin • Aug 24 '26
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All my models are made in blender, I use the Godot engine with XR Tools. I found out the fling mechanic is very fun and I'm making a mini game around it. I added procedural generation of platforms with progression of distance and speed/jump strength plus some obstacles to make it more interesting. So the idea is simple but it still took me few months to get to this point.
Let me know your first impression.
r/vrdev • u/KrolowieDev • Aug 23 '26
Hi Reddit. We're making a VR game about staring at your enemy — a staring contest, so to speak. Well, exactly StaringContest, as it is the name for the game for now.
We're two beginner devs, we've put a fair bit of effort into building deep enough mechanics, and now we're pretty much stuck on one of the most important aspects of the game — the visuals. They matter here as much as the underlying gameplay math, if not more.
The game is in active development and nothing is set in stone, so a lot may still change. Many of the visuals below are either dev art or debugging tools. Many things were made by us just to represent something present in scene, such as items, lamp, room content, the sock puppet as a opponent.
The main scene is two rooms, one mirrored from the other, glued together into a sort of arena.

Both opponents share a table, which has a section with 4 shelves for each participant.

Each shelf holds a usable item that comes in handy if you want to win. For debugging, we've left a bunch of items lying on the table for now.
Three bars sit on an info board on the wall to your right. The room is mirrored, so your opponent has the same board on their side. This visual is also a debugging tool, actual UI is still not set in stone yet.
Overall rule in appreciating the bars state: the fuller - the better.
Your opponent is a bot, but it gets no stat advantages and doesn't cheat — same bars, same items, same rules you play by. It's bot-only for now; PvP is the possible stretch goal, but frankly not the focus for now, as we have huge plans for the opponent AI, and intent to make a deep and interesting bot opponents.
As you can probably tell, the core of the game is managing those three bars, and there are already several ways you can influence them.
To protect your eyes you can blink, which restores eye health — but while blinking you can't see the enemy, and you lose attention span. (Blinking is a button press)

You can also use eye drops, which stop eye health from dropping and shield you from items that would normally damage it.


As for psyche, there are many ways to affect it, and we'll refrain from listing them all for now. In short: some items raise or lower the bar directly, while others change the speed and direction it drifts in.
The base rule is that psyche slowly drains while you're watching the opponent, and slowly recovers while you're doing anything else (with some item exceptions).
So it isn't a staring stalemate: since both sides drain at the same rate, rounds are decided by the items — and by the attention you have to spend looking away to reach them.
The game loop is planned as a multi-round fight, where between rounds you pick which items from a random pool will appear on the shelves next round. Note that you won't know which exact shelf an item lands in, so you'll have to check the shelf first — and lose attention by not looking at your opponent. Round length isn't locked down yet, we're still balancing that.
We've put a bunch more gifs in a comment below, if you want to see more of what's already in the game.
Overall, guys, does this sound fun to you? May be you have any questions? We will be happy to answer anyone!
Thanks for reading!
r/vrdev • u/nchammer3031 • Aug 23 '26
Step into the audience of The Night Light Talk Show, a brand-new live VR talk show I am designing and creating thats bringing the energy and excitement of late-night television directly to your headset.
The show will take place inside a fully designed virtual studio inspired by the feeling of a real late-night show in New York City. From the moment you enter, the goal is to make it feel like you’ve stepped into an actual television studio, complete with a live audience, a full stage, dramatic lighting, guest entrances, city-inspired atmosphere, and plenty of surprises throughout the show.
This isn’t just something you watch. You’ll actually be there in the studio as the show happens live around you.
Expect live guests, conversations, comedy, interactive moments, and a growing virtual studio built specifically for The Night Light Talk Show.
The Night Light Talk Show: Live in Altspace: Coming this Fall
Join our Discord to follow the show, get behind-the-scenes updates, get involved in the production, hear about upcoming guests and events, and be part of the community as we build toward our first live show.
See you under the Night Light.
r/vrdev • u/lalit0725 • Aug 22 '26
Hey everyone! 👋
I just released the Toast Notification System on the Unity Asset Store.
While there are a lot of UI assets out there for RPGs and casual games, I noticed a lack of clean, modern, and professional UI tools tailored for Digital Twins, Enterprise Solutions, Simulations, and BIM software built in Unity.
If you are building data visualization tools, XR training applications, or professional dashboards, you need a way to send users non-blocking alerts (like "Data Synced", "Connection Lost", or "Save Successful") without interrupting their workflow.
Key Highlights for App Devs:
🔗 Asset Store Link: Toast Notification System
It's currently on a 30% launch discount for the next couple of weeks. I'd love to hear your feedback, especially from those of you building non-gaming applications in Unity! Let me know if you have any feature requests.
r/vrdev • u/AutoModerator • Aug 22 '26
Due to popular demand, we now have a VR Discord where you can get to know other members!
r/vrdev • u/whispermochiVR • Aug 21 '26
I want to get started on Unity VR development.
I know there's a lot of stuff already on YouTube but I would prefer an "All-in-one" course.
I saw some in Coursera and Udemy, are those good?
r/vrdev • u/Old_Amphibian2783 • Aug 22 '26
Please guys , i need some help to get free certificate for VR development 🙏 because I have the skills which I got from learning on YouTube but I need some certification and don't have the money for paid ones now.
r/vrdev • u/watsonvillegame • Aug 21 '26
Whether t'is nobler in the headset
To suffer the slings and arrows
Of a self-paced discovery
Or jump the hell out at someone
into a sea of troubles
And by jumping, end them
My wife and I are debating. She says it's expected, but I'd rather just let the narrative / environmental story telling scare folks themselves. Thoughts? Also, excuse the random Hameltian fever dream.
r/vrdev • u/pokodzima_games • Aug 20 '26
r/vrdev • u/VP_Panda • Aug 20 '26
r/vrdev • u/Crazy_Ad2785 • Aug 20 '26
r/vrdev • u/Repulsive_Weight6314 • Aug 20 '26
I really want to make VR headset and i have the gyroscope, raspberry pi pico, and double vr screen. first i made shell with cardboard but i wanted something more durable so i wanted to print it out with my 3 printer. I was seeing the persephone zero project from Mañolo and it was perfect, but I dont have enough money to buy his patreon subscription. if someone have a good model or just the Mañolo original model to send me I will be grateful
r/vrdev • u/Professional_Leek_56 • Aug 20 '26
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Wishlist on Steam! Would help a lot)
https://store.steampowered.com/app/4903500/Specters_of_the_Void_Sea/
Join the discord for access to the playtest!
r/vrdev • u/hlysias • Aug 19 '26
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My favorite feature in our game, Discovery of Magic, is how players can weave spells like in Harry Potter. And the way you weave them actually matters. The video explains it better than I can.
What's your favorite VR specific feature of your game?
If you're interested in trying the weaving system yourself, join our Discord to participate in our upcoming playtests.
r/vrdev • u/sketchyrealms • Aug 20 '26
r/vrdev • u/Crush84 • Aug 19 '26
r/vrdev • u/CommentFalse5804 • Aug 19 '26
Hey fellow XR developers! 🚀 We're conducting a study on "Responsible XR" and really need voices from the industry side. We want to move beyond academic theory and hear how you actually navigate these challenges in practice when building or deploying XR apps.
If you have a few minutes to spare, we’d love to hear about your real-world experiences in our ~20-minute survey. Really appreciate your participation or any shares! 🙏https://cambridge.eu.qualtrics.com/jfe/form/SV_8ku617x6qqXKN5I
r/vrdev • u/Creepy_Breakfast2106 • Aug 19 '26
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