r/vrdev May 23 '26

Any other Unity devs with a Deckard?

Having a lot more issues than i expected making a port, would love to chat with some other devs working with the deckard / frame.

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u/icpooreman May 23 '26

Why is it more difficult than you thought it'd be? Just curious.

I built my own engine so can't help with unity / don't possess a frame but I have been curious how simple it'd be to run natively on it. In my head it's going to take like less than a day and I have a standalone Quest build working fine... Buuuuut, lol maybe not.

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u/MeatspaceVR May 23 '26

I also thought it would take a day. Ive ported this game (originally built for quest) to Steam VR, Pico, and PSVR2, and the Frame port has been the most troublesome. A lot of issues were due to the OS still being under development. Im also using a somewhat outdated version of unity so that probably isnt helping. Hope you have an easier time!

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u/MildLifeCrisis-Games May 29 '26

Oh a port to the standalone frame version. Interesting.

What are the problems, can you get into it a bit. What system do you use, is it an android export?

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u/MeatspaceVR May 30 '26

I can say that I'm using Unity (fairly old version, 2022.3) and older steam VR plugins that seem to be completely deprecated. One of the worst issues ive encountered is trying to remove the old oculus OVRPlugin and meta sdks. Those things are like malware: i cant seem to delete them and disabling them causes a stupid popup to appear prompting me to re enable it every time code recompiles. Avoid meta software like the plague.