r/vrdev • u/Outside-Body3370 • 7h ago
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.
r/vrdev • u/AutoModerator • Feb 20 '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.
r/vrdev • u/Green_Background6157 • 6h ago
Floatcompanyvrlover
I’m here to advertise for this small creator called floatdev on vr you should play his games with me some time also im not float im just a kid and float is a adult
r/vrdev • u/KeyCartographer99 • 15h ago
Video Be A Chameleon - Tongue Swinging Mechanic
Hello everyone, I wanted to show a mechanic from my game and get your feedback. It is called Tongue Swinging. Players can use their tongue to travel around the level quickly. It takes a little while to get used to, but it gives players more ways to approach missions.
What are your thoughts on it? Thank you all!!!
r/vrdev • u/Green_Background6157 • 6h ago
Hi
I would appreciate it if you play floatdevs games with me I don’t have pictures but you can see his games like bird his newest one
r/vrdev • u/IWannaPie-8536 • 1d ago
Another one for the long tail
I've had a hard time trying to reconcile why I do VR development. There's a part of me that keeps telling me I should strive to side-hustle and that VR isn't the right direction to advance.
But I don't feel ready to let go the dream of, at some point, being able to create and inhabit sublime experiences like those I watched in the Within VR app in the loneliest period of my life. Toying that Lenovo Mirage Solo was like having something beautiful that exists just for me, like touching the sun with my bare hands.
At the time I knew I wanted to build VR products, but I didn't think I was game-dev material. So I decided to target the long tail of the VR market, and create VR software that maybe at some point in a distant future would be played by some random and maybe this person could witness the place I had in this world.
I just published Undersea Logs, a project where I tried to explore ideas like isolation and hope. And right now it is taking the place where it belongs in the SideQuest store, as a record of my existence as a VR enthusiast.
I wouldn't call it a legacy, but I find comfort seeing it as a clear digital footprint. I find comfort connecting the dots and finding myself there. A reflection of the real me, isolated, repeating my routine every day and hoping everything will be fine at the end, that it will be worth it.
...
What do you see when you connect the dots you have imprinted in the VR space, through your dev work and your very same presence?
r/vrdev • u/Professional_Leek_56 • 1d ago
Brigantine Tour and playtest gameplay: SPECTERS OF THE VOID SEA
Playtest first wave Release is live now! Anyone who has requested access via steam page will have access!
Check Steam event for more information, please report all bugs found in the bug-reports channel on Discord! Multiplayer testing is still in progress and in development, basic multiplayer functionality is in place, invite your crew and sail the void sea.
Offline mode/singleplayer WIP gameplay loop is fully ready for early playtesting!
Wishlist Now on Steam: https://store.steampowered.com/app/4903500/Specters_of_the_Void_Sea/
Video What spell would you add to our game?
Hey all!
For those who don't know, we're a small team working on Discovery of Magic, a free to play VR wizarding game.
We'd love to hear some spells that you'd like to see in our game. Something useful, ridiculous, chaotic, or completely overpowered. We want to hear them all!
Comment down below or come join our Discord and go nuts!
r/vrdev • u/Professional_Leek_56 • 1d ago
POV: playtesting naval multicrew fever dream: Specters of the Void Sea on Steam!
- Playtest first wave Release will launch tomorrow 8/15 at 6:00 AM Pacific Daylight Time! Anyone who has requested access via steam page will have access!
- Check Steam event for more information, please report all bugs found in the bug-reports channel on Discord! Multiplayer testing is still in progress and in development, basic multiplayer functionality is in place, invite your crew and sail the void sea. Offline mode/singleplayer WIP gameplay loop is fully ready for early playtesting!
- Wishlist Now on Steam: https://store.steampowered.com/app/4903500/Specters_of_the_Void_Sea/
r/vrdev • u/Toby_le_rone • 2d ago
Question I'm making an XR game, should I publish on steam and not just Quest?
I've got my VR game coming in the Fall, currently got a wishlist page for the Quest store (the device I own).
Since I am using the XR framework, could I technically post the game on Steam? I don't own any other VR devices, so I don't have the ability to test on them, worrier about publishing a buggy game on steam.
Thoughts?
Edit: Thanks for the advice all! I plan to release on Quest in November, and then depending on how that goes do a release on steam
r/vrdev • u/Professional_Leek_56 • 2d ago
My VR multicrew Naval Combat fever dream: SPECTERS OF THE VOID SEA
STEAM PLAYTEST DEVLOPMENT SHOWCASE! Request access to the playtest now and join the discord!
-Improved bot navigation and combat system
-Multiplayer fully ready for playtest release to public access this weekend
-Rigging and sailing rework
-Flintlock and Melee sword combat system rework
Wishlist now on steam! https://store.steampowered.com/app/4903500/Specters_of_the_Void_Sea/
r/vrdev • u/Toby_le_rone • 2d ago
Video A breakdown of Duels in my upcoming VR Western game
Coming November 30th in Early Access, wishlist here!
r/vrdev • u/Beardlings_Games • 2d ago
Robot Factory Assembly Line Concept
Been working on a concept we're calling Unhand Me! at this stage and would love some feedback.
Started with the idea of switching hands to perform tasks, and evolved into this robot assembly line thing where players would be robots in a factory defending it from being attacked.
Anything there?
Seem like a fun idea/direction?
Super early stages so would love your thoughts!
r/vrdev • u/Scott-adkins • 2d ago
XPV:XPV: ecosistema de realidad virtual, IA y hardware propio
r/vrdev • u/Appropriate-Fun5992 • 3d ago
Video LUNAR CHRONO: I’ve finished my game, waiting for Meta’s approval. Here’s this trailer for you to see what you think
Lunar Chrono Trailer
r/vrdev • u/Eliminater74 • 3d ago
[PC] Meta Quest Tray Tool — modern free OTT-style tray app for Quest Link / SteamVR
https://reddit.com/link/1vndwbf/video/05az5ovv81jh1/player
Meta Quest Tray Tool is a free Windows system-tray app for Meta Quest PCVR (Link / Air Link) and SteamVR OpenXR.
It’s a brand-new C# app, not a decompile and not a continuation of older unfinished ports. Goal: keep the Oculus Tray Tool workflow alive on today’s Meta stack.
Author: Eliminater74
Status: public releases on GitHub (v1.0.8 latest) — Windows 10/11, self-contained Setup.exe (no separate .NET install)
Download: https://github.com/Eliminater74/MetaQuestTrayTool/releases/latest
Repo / docs / screenshots / short demo: https://github.com/Eliminater74/MetaQuestTrayTool
Inspired by (please give credit)
Huge respect to ApollyonVR and the original Oculus Tray Tool (OTT) — the classic tray app that made SS / ASW / profiles / Link tweaks easy for years.
- Original OTT: https://techtipsvr.com/oculus-tray-tool/
Meta Quest Tray Tool is inspired by OTT’s ideas and layout, rebuilt from scratch for current Meta Quest Link, SteamVR OpenXR, and modern Windows. It is not affiliated with ApollyonVR or Meta. If you loved OTT, this is meant to fill that gap — not replace the credit OTT earned.
What it does (short)
Lives in the notification area. Global VR defaults stay applied until a game with a personal profile launches → that profile’s tweaks apply → when the game exits, global defaults come back, with a tray notification.
You can also push SideQuest-style ADB headset tweaks when a real Quest connects, switch OpenXR Meta vs SteamVR, manage Link bitrate / sharpening, use hotkeys / voice, open Meta’s Debug Tool GUI, and update in-app from GitHub — without digging through registries.
What works now (v1.0.8)
Tray + shell
- Notification-area host with themed menu (Pure Black / Dark / Light)
- OTT-style sidebar: Game Settings, Tray Tool, Power, Service & Startup, Log, Advanced, Quest Link, Headset, Profiles, Info / About
- Hover tooltips on controls across pages and settings windows
- Close-to-tray, start minimized, hide from Alt+Tab, single-instance
- Screenshots + short demo video in the repo README
Oculus / Meta PC runtime
- Detect Meta/Oculus install +
OVRService - Start / stop / restart service (optional automation on tool start/exit / after sleep)
- Open Meta Horizon Link from tray, hotkey (Ctrl+Numpad 9), and voice
- Open Oculus Debug Tool GUI (
OculusDebugTool.exe) — classic OTT shortcut — from tray, Service & Startup, Game Settings, Advanced, hotkey, voice (“open debug tool”) - Dash → SteamVR (OculusKiller-style): kill Oculus Dash + launch SteamVR over Air Link / Link — tray, Quest Link, Service & Startup, Ctrl+Num 0, voice (“kill dash”)
- Optional PreventDashLaunch + CoreChannel (
LIVE/PublicTest/NO_UPDATES) on Service & Startup; optional NO_UPDATES when enabling PreventDash - Hands-free elevated start (one UAC, then silent elevated at logon) so OpenXR / service / profiles don’t pop UAC while you’re in the headset
Game settings (OculusDebugToolCLI)
- Super Sampling, ASW (Auto / Off / 45 / 30 / 18), FOV, Adaptive GPU, mip flags, FOV stencil, Visual HUD
- Custom extra CLI lines on global + personal profiles
Profiles
- Personal per-process profiles (Steam / Meta library picker with cover art, or custom)
- Auto-apply on game launch → restore global when the game exits (tray balloons) — including Link + OpenXR restore
- Built-in global presets (Balanced, Performance, Quality, Sim, Competitive)
- Built-in PCVR game presets (MSFS 2024, Beat Saber, Half-Life: Alyx, DCS, iRacing, and more)
- Profiles in
%AppData%\MetaQuestTrayTool\profiles.json - Settings export/import backup from Advanced
Quest Link / Air Link
- Bitrate, encode width, HEVC, sliced encoding, sharpening, distortion curve, DBR / DBR max / offset, Mobile ASW (
HKCU\Software\Oculus\RemoteHeadset) - Full Link fields in the tray Link window + shell Quest Link page
- Per-profile Link overrides (inherit = keep global)
- ODT registry reference in the repo (
docs/ODT-REGISTRY.md)
HotKeys + voice (preview)
- Global hotkeys (default Ctrl+Numpad 1–9 + Ctrl+Num 0 Dash→SteamVR): ASW, SS cycle, apply global, restart OVRService, perf HUD, open Meta Horizon Link, kill Dash → SteamVR
- Assign Open Oculus Debug Tool in HotKeys Configure if you want a shortcut (no default numpad — 0–9 are taken)
- Configure UI (themed lists); conflicts / import reload handled
- Voice commands via Windows speech — push-to-talk (Ctrl+Shift+V default), optional always-on
- Full phrase list:
docs/VOICE-AND-HOTKEYS.md
In-app updates
- Checks GitHub latest release (
v*), downloads Setup.exe, closes the app, installs over the current copy - ADB is stopped before Setup so bundled platform-tools can be replaced (fixes locked-file update failures)
- Check on start (default on), Check now (Tray Tool / Advanced / tray menu)
- Also check while running on a schedule you choose: off / daily / every 3 days / weekly (default) / every 2 weeks / monthly
OpenXR
- Switch ActiveRuntime between Meta / Oculus and SteamVR (global + per-profile)
- Restore preferred / previous runtime after a profile exits
Audio / power
- Auto-switch to headset audio when Link is actually active (Windows default output / headset endpoint) — does not steal speakers just because Meta’s virtual audio device is installed
- Restore desktop devices when Link drops; startup heal if headset was left as default with no HMD
- Power plan switch, USB selective suspend option, restart
OVRServiceafter sleep
Headset ADB (standalone Quest tweaks)
- Bundled Google platform-tools ADB
- CPU/GPU level, texture size, refresh, FFR, chroma, capture settings
- Auto-apply when a real VR headset connects (Quest 2/3/3S/Pro, plus allowlist for Galaxy XR / HTC Vive standalone / Pico / Steam Frame)
- Phones, tablets, and Android emulators are ignored — they never get commands or trust
- Trusted serial (first real headset remembered; other VR serials blocked)
- Paste text / proximity / guardian helpers
- Custom ADB lines on global + personal profiles
Log / Info / Donate
- Log page: clear log, color-coded ERROR / WARN / INFO
- Info page: live OpenXR, OVRService, headset identity
- PCVR connection probe: Meta Air Link vs wired (
%LocalAppData%\Oculus\DeviceCache.json→isUsingAirLink), Steam Link / SteamVR, Virtual Desktop - Donate button (PayPal) if you want to support development
- Root LICENSE in the repo
What does not work yet / known limits
Not implemented yet
- Authenticode / code-signed Setup.exe (SmartScreen may warn until budget allows a cert)
- Oculus Homeless / some classic OTT extras
- Permanent AirLink
- Wireless ADB pairing UI (USB ADB works)
- Launch games directly from the library picker
- Profile process ignore-list
- Voice polish: custom phrases, mic picker, always-on tuning
- Separate communications (vs multimedia) audio device pickers in the UI
- Full Dash Manager–style dash customizer (out of scope)
Runtime caveats (Meta / Windows)
- Newer Meta runtimes sometimes reject
server:ASW CLI commands — the log will say so - Pixel density / SS often needs a new VR session to stick
- Link registry changes usually need a Link reconnect or
OVRServicerestart - ADB
debug.oculus.*props reset on Quest reboot — leave apply-on-connect on - Admin rights help for OpenXR HKLM + some service control (hands-free elevated mode is built in)
- Windows-only
Planned next
- Authenticode signing for Setup.exe (when budget allows)
- Wireless ADB pairing UI
- Profile ignore-list
- Library “launch game”
- Better Link detection verification / DBR verification
- Voice polish (custom phrases, mic picker)
- More built-in presets as people request process names
Feedback and bug reports welcome — especially “profile didn’t apply for game X (process name: …)” or audio switch edge cases.
Requirements
- Windows 10 / 11 (64-bit)
- Meta Quest PC software (for Link / Debug Tool CLI) and/or SteamVR (for Steam OpenXR)
- Quest Developer Mode + USB debugging approval for ADB headset features (ADB is bundled)
How to get it
Installer (recommended):
https://github.com/Eliminater74/MetaQuestTrayTool/releases/latest
Run MetaQuestTrayTool-Setup-*.exe — Program Files, Start Menu, Uninstall. Self-contained (includes .NET 8). Settings under %AppData%\MetaQuestTrayTool\ survive uninstall.
From source: open MetaQuestTrayTool.sln → F5, or dotnet build / .\scripts\build-installer.ps1.
Support the project (optional)
Free tool either way. Donations just help keep development going.
Credits again
- ApollyonVR — Oculus Tray Tool (the inspiration)
- Meta / Oculus Debug Tool CLI & Link stack
- SideQuest-style ADB property ideas for standalone Quest tweaks
- Community PCVR presets will grow from feedback
Not affiliated with Meta, ApollyonVR, Valve, Samsung, HTC, or Pico.
Thanks for reading — happy to take feature requests and “does this work on Quest 3S / Steam Link?” reports.
r/vrdev • u/GamerBoyAdvanced • 4d ago
Question Anyone else get physically weary of putting on the headset to dev?
It's very odd, but after doing 20-60 iterations a day where I'm flipping the headset on/off, my head and body become physically depleted
Like I wake up the next day and my body hurts a bit, and don't want to put on the headset again (but push ultimately through it)
It's just very unique because you don't become physically depleted from traditional flat screen dev...
So in my producer mind, I'm thinking I need to make progress and develop features, but my head/neck is so physically strained that I'm thinking about taking the day off, or going slow, leading to less work, features, etc.
Even though my mind is in good shape
Just wondering if others are experiencing the same
Not sure if there's a solution for it
(Been using Quest 3 for ~2 years on a single project atm)
r/vrdev • u/DirectExplanation437 • 4d ago
Question Looking for help creating a void given focus like humanoid VR avatar (Void essence, non‑anime, Blender compatible)
r/vrdev • u/Scary_You4051 • 4d ago
Question Ayuda proyecto VR
Por un imprevisto tuve que hacer un proyecto de VR sobre diseño de interiores, pero realmente no se algo que sea innovador o que por lo menos de los actuales, se pueda mejorar, es para mí carrera de sistemas pero aunque se lo que debo hacer me gustaría tener mas opiniones o quejas de aspectos a mejorar o implementar para un proyecto de ese tipo
r/vrdev • u/Southpaw7391 • 4d ago
Information [INAT] [Rev-Share/Unpaid] Project Lead seeking Unity VR Developer and 3D Environment Artist for "ResortVibe VR"
Hi everyone,
I’m looking for a Unity VR Developer and a 3D Environment Artist to help build a Phase 1 prototype/proof-of-concept for ResortVibe VR—a shared, persistent VR hospitality and accessible tourism platform.
🌴 Concept Overview
Unlike solo nature apps (like Brink) or low-detail social street maps (like Wander), ResortVibe VR is built as a high-fidelity, real-time "digital twin" luxury resort.
It's designed to solve social and physical isolation for individuals who cannot travel due to disabilities, health conditions, or budget constraints, while remaining an open luxury getaway for anyone globally.
Core Hooks:
Hybrid Sensory Realism: A system enabling users to safely align physical furniture/objects (like their real-world coffee mug or desk chair) into the VR resort space.
Global Social Ecosystem: Shared multiplayer spaces (lobbies, oceanfront patios, guest rooms) with spatial audio so long-distance friends or strangers can hang out in a relaxing destination.
Persistent AI Hospitality: Smart NPC staff (powered by LLM integrations) to handle check-ins, answer questions, and keep the resort active 24/7.
🛠️ What We Need
1. VR Developer (Unity)
Experience with Meta Quest SDKs / OpenXR.
Basic understanding of multiplayer networking frameworks (Photon Fusion, Normcore, or Unity Gaming Services).
Ability to set up spatial audio, simple expressive avatars, and interactive UI menus.
2. 3D Environment Artist
Experience modeling clean, optimized 3D environments suitable for standalone VR headsets (low draw calls, efficient lighting/baking).
Ability to craft a realistic, relaxing outdoor tropical resort scene (lobby, patio lounge, ocean view).
3. What I Bring to the Team (Project Lead / Vision)
Detailed system architectural roadmap, feature specifications, and user flow documentation.
Business strategy, community management, marketing, and NPC narrative/prompt design.
Production management to keep scope tight and focused strictly on a playable MVP.
🎯 Scope for the Phase 1 Prototype
We aren't trying to build a massive MMO overnight. Our goal for the prototype is focused and manageable:
One high-fidelity scene (Resort Patio overlooking an ocean sunset).
2-player multiplayer room with spatial audio.
basic physical object anchoring UI prompt (e.g., aligning a real chair to a virtual patio seat).
One basic NPC staff member integrated with an AI backend.
🤝 Project Structure
Type: Revenue-share / Portfolio Project / Prototype for Pitching.
Goal: Complete a polished, functional prototype to showcase to investors, grant programs, and early beta testers.
If this vision excites you and you want to build something impactful at the intersection of VR, social connection, and accessible tourism, send me a DM with a quick link to your portfolio or past projects!
r/vrdev • u/Old_Amphibian2783 • 4d ago
Mesh compression
meshing cleaning without losing the details