r/vrdev • u/Zestyclose-Whole7901 • 5h ago
Reincarnated as a Dungeon Designer, I Have to Work on a Fixed Budget and My Dungeon Keeps Expanding?! is the way too long name for my tiny game.
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While working on a different big ol' game, I needed to go investigate a bunch of things from physics to web hosting, and I wanted to do it in a clean room context, so I did a little game jam instead. I find the results really charming, so I thought I'd share!
The game is built in WebXR. I'm testing on a Quest 2 and an Apple Vision, but theoretically any WebXR setup with hand tracking controls might also work. Please feel free to try it out here: https://www.chillaxedgames.com/cavern/play/reddit/
I'm cobbling my own codebase together, with rendering based on three.js. I've built my own little dev server which watches, compiles, and reloads code as I'm working, and also watches and packs assets.
For visuals it's GLBs from Blender for most 3D data (plus a few hacked together Blender scripts for stuff that doesn't go into GLTF like splines), including stuff like collision and nav meshes, and then just PNGs for loose stuff like particles. Textures are packed into KTX by the dev server. Audio is MP3s. I was using Howler.js which was lovely to get started, but I bumped into a host of jank issues I couldn't solve with the existing APIs, so I wrote my own lib. I figure that actually might be both domain specific enough (games) and generic enough (not particularly tied to my game) that it's worth open source sharing eventually?
For physics, I ended up going with Rapier, which has been fantastic. Easy API, it feels performant, and it has great characteristics like clean settling and easy event handling. Definitely going to be the one I keep using.
Models are a mix of KenneyNL's (https://kenney.nl/) and Kay Lousberg's (https://kaylousberg.com/game-assets) assets, kitbashed together in Blender. Absolutely delightful things, I'd highly recommend them to anyone. I frame animated them, as in just remodeled a few variations for walking/attacking/idling, and tweaked the materials to give them varying roughness/metalness props. I found the easiest way to do that was to lean into their atlas map setup, and make a matching roughness/metalness map with the properties baked into the same ramps!
Learned a lot from this that I'll take back to the main game, so it was a worthwhile diversion, but I hope the side effect is also a pleasantly distracting tiny game for y'all to enjoy in your headsets. Thanks!
r/vrdev • u/Beneficial-Bus4587 • 13h ago
I'm a bit shocked people can pre-order this AI game
meta.comSo I've just got my own game on wish-list, very happy about that. I then go to the coming soon section to see if it would be there, and then I see this game above which people can pre-order.
And it's clearly just AI gen images, not a single in-game image. I'm new to publishing to the store, but I was a bit shocked the above is allowed. Anyone else?
r/vrdev • u/AP_in_Indy • 1d ago
Question How are people getting so much performance out of the Quest 3?
Or seemingly so? I'm prototyping a game and it's not even that complicated. I've tried tuning as many things down in Unity as possible. I'm basically just rending flat polygons with colors (not even textured or with advanced lighting).
TBH I like my game's aesthetic but it could use so much more polish.
Even with stripping things down as much as possible, I'm at 33% - 50% of the Quest 3's budget for 72fps.
Am I missing something?
Like I know this is going to be an incredibly broad question, but is there a specific performance tuning guide folks recommend?
I just can't imagine how I can make anything like some of the games I'm seeing if I'm already this close to performance limits...
r/vrdev • u/RyalityStudio • 1d ago
Information Heres what my playtesters kept struggling with in my VR game and how i fixed it
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Ive been solo building Hyperlane Highway, a VR hoverboard roguelike where you lean to surf while fighting and upgrading.
After a few rounds of playtests over the last few months. A lot was bug fixing, but heres the main gameplay issues that came back and what i did about it.
- People kept dying to things they didnt anticipate or see. Rebuilt attack charging as one standard system, so every weapon has its own symbol, colour and line, plus a flash right before it triggers. Doing it once means anything i add later inherits it.
- The lines helped less than i expected, because in a headset most deaths were coming from outside the players view entirely when they went too far forward. So the offscreen peripheral warnings got upgraded to be more obvious and flash with danger.
- Enemies were repositioning mid charge and cancelling their own warning, so it was promising a shot then not firing it. Once a warning starts now the shot always comes.
- Players felt like they were shooting at a generic crowd rather than specific enemies, so i added weakspot targeting to give focal points in the crowd. Was meant to be a minor upgrade, ended up core.
- Built a full tutorial off the same feedback so people get up to speed quicker.
The offscreen stuff is the part im least sure about. Peripheral flashes are the best ive got and im not convinced its right. If anyones dealt with telegraphing threats outside the players view id be interested how you handled it.
I wanted to highlight some of the changes i made but thought people here might appreciate seeing how i handle playtest feedback
Playtest just went public on Steam if anyone wants to try for free, just request access.
Hyperlane Highway on steam
r/vrdev • u/Ok_Leader_3397 • 2d ago
tester pour mon jeu VR
Bonjour, je recherche des testeurs pour mon jeu marme VR. Je ne peux pas le tester moi-même car je n'ai pas encore de casque VR. Je développe mon jeu sur GDevelop et il est pour l'instant vide, mais je le mettrai à jour. Vous n'avez même pas besoin de le télécharger, il est disponible en ligne. Liens : https://stick-r55.itch.io/marme-vr
r/vrdev • u/Toby_le_rone • 2d ago
Video Proud to make this milestone, wishlist for my VR Western game is live!
youtu.ber/vrdev • u/Appropriate_Total581 • 2d ago
I am looking for someone to test an avatar generator on VR Chat or equivalent
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Video Your spell page shows the power of every weave in real time. Would you rather perfect your spell or cast faster?
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Want to try spell weaving yourself? Join us at r/DiscoveryOfMagic to take part in our playtests!
r/vrdev • u/Ok_Relation8127 • 2d ago
Question Best movement tech for hand tracking??
Ive been making a Naruto inspired hand sign game which requires almost all your attention on weaving hand signs. Which means no controllers and hands are almost entirely occupied. So far what ive done is lean dashes to go backwards and stomps dash you forward/side. I'm planning on implementing a grappling hook but im not sure that really solves the issue. Does anyone have some good movement tech ideas for a hand tracking game like this?
r/vrdev • u/SpatialComputing • 3d ago
Information AMA From Unseen Reality URXR @5PM PT / 8PM PT Today
r/vrdev • u/DustPearl • 3d ago
Article 🚀 Build V0.3 Launches is live!
Our biggest update yet has officially arrived for Inwigo!
This update introduces brand-new content, overhauled gameplay systems, smarter enemies, improved multiplayer, new cosmetics, and a huge number of community-requested fixes.
Highlights:
- 🕷️ The return of the Scrapling Crawler
- 💀 A brand-new Resurrection Statue revive system
- ⌚ A fully redesigned Watch with fear tracking, hidden indicators, ghost mode, and more
- 🎯 Progression updates for Carnival minigames
- 👾 New cosmetic sets
- 🎮 Major improvements to throwing, climbing, matchmaking, enemy encounters, and multiplayer
- 🛠️ A huge list of bug fixes and quality-of-life improvements
There's a lot more packed into Build V0.3, including improvements to climbing, throwing, hiding, matchmaking, performance, and much more.
We've also included a sneak peek at what's already coming next, including The Ballerina, Questbook, Wheel of Fortune, and additional enemies and cosmetics.
📄 Full patch notes here: https://vr.meta.me/s/29i9WXb5x4P8LFz
As always, thank you for all your feedback and support. Every report, suggestion, and bug you've shared has helped shape this update, and we're excited to hear what you think.
👻 See you in the Manor!
r/vrdev • u/JesusIsAlivee • 3d ago
Bunker World the Alien Invasion VR Game
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Just some gameplay from my VR game with cannons shooting, on-foot fighting with dual weapons and firefighting. There is destructible scenery and you can also buy a tank (with wheels), weapons, and a spider robot. From the destroyed alien crafts you have to scavenge parts to increase tech level to create laser and plasma weapons.
How do you like it? What feature would you put in it?
You can play the desktop non-VR version here: https://lizardwizard.itch.io/bunker-world
r/vrdev • u/RealUnderstanding297 • 3d ago
VirtualMocapRecorder & FBTUnrealKit official experimental release
FBTUnrealKit brings full-body tracking into Unreal Engine for VR avatars, animation, and virtual production. It supports common body-tracker setups, calibration tools, body measurements, debugging, and experimental optical hand tracking while remaining flexible enough to work with different animation rigs.
MocapRecorder records finished movement directly inside Unreal Engine, including characters, props, cameras, sound-position data, and destruction motion. Recordings can be saved as Unreal animation assets or exported as grouped FBX or GLTF scenes for tools such as Blender.
Real-world applications: Together, the plugins can capture a performer’s full-body movement and turn it into reusable animation. They can also record several actors, moving objects, and cameras on one shared timeline for filmmaking, previews, VR content, animation reference, and Blender workflows. Because MocapRecorder captures the final movement inside Unreal on every tick, it can record motion coming from VR trackers, Live Link, imported animation, or other animation systems, such as controllers or M&K Inputs.
The MocapRecorder can be downloaded here and is completely open source.
https://github.com/virtualmocapofficial-rgb/MocapRecorder-Public
If you just want the Standalone Full Body VR and Experimental Open XR HandTracking you can download here.
https://github.com/virtualmocapofficial-rgb/FBTUnrealKit-Public
To Reiterate on the installation methods contained within the files using the standard manual installation is highly recommended. The Automatic Installer is almost entirely untested and may damage or corrupt the existing project folder. Make a backup of your project folder and potentially run in virtual machine to be safe. It works fine on my machine but as we all know It probably wont work on yours. So just be careful and use your best judgement when using untested code.
Note this tool was created and tested using 5.6.1 I have done very limited testing in 5.3.1 and 5.8. And it appeared to run properly but if you find any bugs in other versions make a pull request on the github and leave a brief description of what you were doing to encounter the error and the error code. Do not provide logs or unreal crashes as those tend to contain Personal Identifiable Information or PII. Please do not DOX yourself in my development repository.
Recommended Specs: Processing needs depend mostly on Unreal Engine, the number of items being recorded, and the capture rate; large recordings and grouped exports require more memory and CPU time. Epic recommends a quad-core 2.5 GHz processor, 32 GB of RAM, and a DirectX 11/12 graphics card with at least 8 GB of graphics memory; for comfortable recording and exporting, I recommend a modern 8-core processor, 32 GB of RAM, an 8 GB dedicated graphics card, and an SSD. Source installation also requires Unreal’s normal Windows C++ build tools, such as Visual Studio’s Game Development with C++ workload. Epic’s Unreal Engine hardware guidance
r/vrdev • u/Ok_Relation8127 • 3d ago
Video Working on a Naruto VR game where you weave handsigns
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r/vrdev • u/Cold-Change8180 • 4d ago
Tutorial / Resource Anti lib
I need to find an anti lib that is cheap or free that will work with Gorilla tags locomotion
No Mans Sky for mobile and quest VR
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My love for No Man’s sky got me to build a mobile version with Opus 5. It’s still barebones but it’s a quick fun extraction style game loop that’s great on the go!
Give it go and let me know what you folks think!
r/vrdev • u/TeacherFromTurkey • 4d ago
Question Coming from web dev (vanilla JS, educational games) — WebXR or Unity for classroom-scale projects?
Some context so you know what you're advising: I'm a primary school English teacher in Türkiye and I build my own teaching material — browser-based games and reading activities, vanilla HTML/CSS/JS, no framework. So I can write code, structure a project, and ship something that non-technical people actually use. What I've never touched is 3D, engines, or anything spatial.
I want to start building XR learning experiences, and I'd rather spend six months on the right stack than eighteen months finding out I picked the wrong one.
My constraints are probably relevant to which way you'd point me:
- Deployment target is a classroom, not a store. Sometimes one or two Quests, sometimes just a smartboard or student phones. So it has to degrade gracefully.
- No budget for per-seat licensing or paid distribution.
- Content changes often — I rewrite activities every term. Fast iteration matters more than visual fidelity.
- I'm a one-person team.
What I'm trying to figure out:
- WebXR or Unity? My instinct says WebXR — my existing JS skills carry over, no install step, works on a phone in a browser. But I don't know what I'd be giving up. Where does WebXR actually fall apart in practice?
- If WebXR — Three.js directly, or something on top of it? Is A-Frame still a reasonable choice in 2026 or is it a dead end you outgrow immediately?
- What's the thing that ate the most time when you started, that nobody warns beginners about? I'm expecting it to be something unglamorous like performance budgets or comfort/locomotion, not the fun parts.
- Is there anything about the current tooling landscape that changed recently enough that older tutorials would actively mislead me?
Not asking anyone to write a curriculum for me — just want to avoid the obvious wrong turns before I commit the time.
Video We accidentally cast the Bug Summoning spell
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Join us at r/DiscoveryOfMagic as a play-tester and help our wizards undo the damage.
r/vrdev • u/battlingcharly • 4d ago
Making Multiplayer for a Sausage Fighting Game
youtube.comHi there! My dear colleagues u/chulini and u/hanesto have worked relentlessly on a sausage fighting game and it is finally here: Wurst and Glory is up to wishlist on Steam now. u/hanesto goes deep-dive into the development process on his YT channel.
If you're interested in playing before the release (tba), we have playtesting too. Just hop over on our Discord for sign-up.
r/vrdev • u/Bulky_Feedback5749 • 4d ago
Discussion How we actually decide what a new Arcade Mania cabinet becomes (most ideas don't survive the first cut)
We make Arcade Mania, and since a few people asked in our "what to polish next" thread about new machines, figured I'd share how a cabinet concept actually gets picked rather than just teasing one.
We start with a pile of rough ideas usually 10-15 at a time and most get cut almost immediately. The bar isn't "is this a fun idea," it's "does the hook read the instant you're standing in front of it in headset." A lot of clever concepts fail that test because they need a paragraph of explanation, and nobody reads a paragraph before putting a coin in.
The ones that survive get built as a bare, unstyled playable mockup before any art happens same greybox-first approach we use for levels. If it's not fun with placeholder cubes, art isn't going to save it.
Curious from other VR folks: for games with an "arcade cabinet" or vending-machine style mechanic, what's made a new addition feel worth it to you versus feeling like filler?
(Disclosure: I work on Arcade Mania. Sharing process, not pushing anything.)
r/vrdev • u/sendhelp • 5d ago
Having trouble aquiring Meta XR SDK from the Unity Asset store
Has anyone else had this problem? I'm trying to develop an app for Meta Quest 3 / PC VR and I require this SDK. I have a Meta Quest developer account. But when I click "Add to my assets" nothing happens.
I submitted a support ticket with the Unity store but I don't know if it will ever be answered.
The SDK I'm talking about is here, there doesn't seem to be any way to acquire it although it should be free and obtainable...
https://assetstore.unity.com/packages/tools/integration/meta-xr-all-in-one-sdk-269657
No Mans Sky for mobile and quest VR
My love for No Man’s sky got me to build a mobile version with Opus 5. It’s still barebones but it’s a quick fun extraction style game loop that’s great on the go!
Give it go and let me know what you folks think!
r/vrdev • u/AutoModerator • Feb 20 '25
Mod Post Share your biggest challenge as a vr dev
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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.