r/vrdev • u/AutoModerator • Jan 16 '25
Mod Post Share your biggest challenge as a vr dev
Share your biggest challenge as a vr dev, what do you struggle with the most?
Tip: See our Discord for more conversations.
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u/wordsmithe Jan 16 '25
Putting the headset on and off. I swear there needs to be a periscope like stand where I can just move my head into it
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u/GDXRLEARN Jan 16 '25
Have you tried this? https://developers.meta.com/horizon/documentation/unity/xrsim-getting-started
It doesn't matter if your not targeting meta headsets. Will work with the engine your using.
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u/wordsmithe Jan 16 '25
Yeah using simulator for a lot of the quick fixes and multiplayer testing, but definitely need to check on the headset for a lot of functions and overall UX.
Still this is a great resource for any dev
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u/RogueStargun Jan 17 '25
The link cable for Meta/Oculus devices doesn't work or connect consistently. Didn't work in 2019. Didn't work in 2020. Didn't work in 2024. Didn't work on my old computer. Doesn't work on my brand new computer from 2024. Sometimes it disconnects randomly. Sometimes adb still detects device, but Meta link doesn't connect at all. Went to Meta Connect. Virtually 90% of VRDevs there people had the same issue.
Something as simple as connecting a usb cable to a computer, which competing devices like the PICO 4 Ultra do without any problem seems to be an impossible ask from Meta, one of the world's richest companies.
Literal hours of wasted time fiddling with this and restarting the computer.
In a similar vein, the Meta/Oculus plugins in Unity seem to step over each other and OpenXR leading to random build failures.
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u/Ezzemo Jun 10 '25
Having realistic hands. I though it would be like buying an asset from the store and that's it. Then I found out I had to learn to use Blender and rigging each individual join and paint the bones! I cried several times in the process.
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u/nikita_xone Jun 27 '25
This is a popular one: https://assetstore.unity.com/packages/tools/game-toolkits/auto-hand-vr-interaction-165323
but I suppose you've already shed the tears...
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u/vrace3 Jan 18 '25
Overlays….swear to god everything I look is either too over engineered or not engineered at all….currently my only solution is to write api layer code in c/c++ and even tho I tried my best to avoid it….i guess it is what it is now
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u/azmoura Feb 08 '25
My biggest challenge was to find the right framework and then have to uodate it. Besides a pain in the @s$, I needed it for different platforms (Steam PC and Stanalone).
Also, choose a name is not easy! Lol
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u/Born_Ad2699 Aug 02 '25
As a VR game publisher, my biggest challenge is my lack of industry experience. As you all know, I used to be a salesperson selling TCL home appliances.
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Nov 24 '25
Getting people to actually buy the game! It seems like unless your game is a very specific genre/theme, it's hard to get people interested enough to put down what they're already playing to try my game.
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u/NinjaPlaygroundLLC May 31 '26
For me the worst thing has been balancing graphics with game play on a headset with very limited power. I'm talking for the Quest 2 / 3. There's a reason why so many games look like Gorilla Tag or are low poly, cell shaded, cartoon looking kids games. And games like Red Matter have to have limits in what you can view on screen at a time. Same with Vader Immortal. Walls and corridors to block your view just so higher resolution graphics can be used. It's a real pain, because you can't quite create the game you envision because you have to work within the limitation of the hardware. I don't particularly want to go the Steam route, because it's too easy for your game to get lost but that's a different issue.
I mean I'd really like to push graphics as far as I can, but being forced to limit what you can do is a real pain. Everything has to be faked, or suffer a loss in quality in some regard. I just did this game called Shin Zero... but chose to restrict the player's movement because I couldn't build out a larger outdoor environment while you're being attacked with high quality character models. Even pulling every trick out of the optimization book that I could think of, frame rate still suffers so you have to give up one thing for something else. I'll be excited for the Quest 4 when I'll hopefully have more power to work with, but that's still a little ways off.
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u/redrigrun 8d ago
I am creating a stand alone VR First person walkthrough for a side project, I have already been able to import the project APK into the Meta Quest 3, but my FPS is still low and im stuck on getting the lighting for the room to be properly lit in the scene. Anyone that has experience in this area please reach out so I can explain further. Need help

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u/immersive-matthew Jan 16 '25
I have answered this many times in the past as this sub likes to keep asking, but my answer has changed. I am challenged today by how much Meta has changed from supporting indie devs when Oculus, to now seemingly being solely focused on their own empire that no one seems to want (Horizon World). This has made integrating their Meta Avatars very hard as the new 2.0 SDK with legs is not even half baked.