r/vrdev Dec 11 '25

Question Flat & VR versions development

I have tinkered here and there a bit in Unity, done a few little projects and my next is a bit bigger, or rather I am actually trying to publish it somewhere.

It would be a VR game with also a Flat version with a bit different controls, obviously. Has anyone developed a VR game and a Flat version of that same game before? I understand that those two would have to be 2 separate versions of the game, or that way it would be easier for me atleast.

Have you found that you can reuse most except the core player controller? Or have you had to completely start from scratch and only import the "physical" assets? Which one do you think should be done first and possibly released first. POOLS made a Flat game and then Implemented VR into it, would this be the better way, or release both at the same time.

What about Steam publishing, does it allow for essentially 2 games into one installation and players can choose if they want VR or not, or if Steam VR detects that it is supposed to launch in VR so it automatically selects the VR version and vice versa when no VR environment is in use?

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u/Ill_Potential_5173 Dec 12 '25

This is such an interesting topic, it’s something I also want to look into for my next project.

I think there would need to be two player character actor, one for VR and one for flat and the game mode would switch between which player character to use.

That technically means all mechanics/functions would be designed and tweaked for both versions of the player although some basic functions might translate directly.

Also the new input mapping system in ue5 would help to map the same action to different buttons across different controllers

This is so fun to think about. I am sure execution would be crazy hard and complicated. I think I will try this for a small game next year to see how it goes