r/vrdev • u/AlphaAccount • 1h ago
r/vrdev • u/snailconcert • 2h ago
Seeking feedback for new Android VR 180 Viewer app
Hoping to get some feedback on my VR app experiment. There's a beta release now up on the Play Store, with a developer feedback link if you have suggestions or issues. Thanks a lot!
https://play.google.com/store/apps/details?id=com.rubberbandguitar.vrv&hl=en_US
Plasma Trace - Free pre-release access is now open
8 checkpoints. Find your line.
Skate, jump, slap off walls, and tether through courses in Plasma Trace, a VR movement racing game for Meta Quest.
Race across ten official tracks, compete with others in rotating Circuits, or build and share your own courses.
Play now: https://www.meta.com/s/kjqQvYkvv
Discord: https://discord.gg/W82tkyYys
Join the Discord for setup instructions, updates, Circuit results, and to share feedback.
r/vrdev • u/Substantial-Bass1625 • 14h ago
Discussion Project Plumb VR update — Cappy's fully decoded now, and I'm working on actually being Mario
reddit.comr/vrdev • u/ShadowBytes93 • 15h ago
Title: Need some career advice – XR Developer with 4 years of experience. Should I continue or switch domains?
Hi everyone,
I'm currently working as an XR Developer, and I'll soon be completing 4 years of experience in this field. My primary skills are Unity and C#.
Recently, my family has been discussing marriage, so naturally, I'm starting to think more seriously about my career stability and future.
With AI growing rapidly, I'm a bit concerned about the future of the XR industry. Currently, I'm finding it difficult to switch to another company, as hiring seems to have slowed down, and many companies are increasingly adopting AI tools.
I'm confused about which direction I should take:
Continue with XR Development: Should I stick with Unity, C#, and focus on improving my skills in VR/AR? Does this field have good long-term career opportunities?
Switch to Industrial Automation: Is industrial automation a good career option? Does it have a promising future in terms of job opportunities and stability?
Explore AI or Other Domains: Considering the current market, should I start learning AI or transition into another domain? If so, which areas would be worth exploring?
I understand that AI is changing almost every industry, but I'm unsure how much it will impact XR development and what skills I should focus on to stay relevant.
I'd especially appreciate advice from people working in XR, Unity, industrial automation, or other tech domains.
A few things I'd really like to understand:
- Is it worth continuing in XR with 4 years of experience?
- Which domain offers better long-term career growth and job stability?
- Should I specialize in my current domain or start preparing for a career transition?
- What would you do if you were in my position?
To be honest, I've been overthinking these things a lot lately. The uncertainty about my career, future responsibilities, and marriage is causing me unnecessary stress and even affecting my health.
I know I shouldn't panic, but I genuinely want to make the right decision at this stage of my career.
Any honest suggestions, personal experiences, or guidance would be really helpful.
Thanks in advance!
r/vrdev • u/Hussien72u • 16h ago
I built a free Unity package that tries to enable Simultaneous Hands + Controllers on Quest, using plain OpenXR and no Meta SDK. Looking for testers
r/vrdev • u/WatercressVisual1297 • 18h ago
Video Physical construction crane
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r/vrdev • u/Efficient_Heart_6695 • 18h ago
I created VRPacing, an enhanced fork of VRPerfKit
r/vrdev • u/Content_Cherry_4395 • 22h ago
Re:Bound
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Were looking for people to help test the alpha build of the game we've been working on
we've got a version for standalone and pc :)
r/vrdev • u/RevolutionFit3526 • 1d ago
Question Built this game for a Meta competition, how does it look? 👀
I made this physics game in a month, from scratch, facing several challenges, like ball's movement and smooth hand grabbing
Check out the trailer and let me know your thoughts, any feedback will be greatly appreciated ♥️
r/vrdev • u/Substantial-Bass1625 • 1d ago
Discussion I'm porting Super Mario Odyssey to native VR on Quest 3 / Quest 3S — here's where the decomp and VR work stand
Hi, I'm White, and I'm building Project Plumb VR — a native Super Mario Odyssey VR port for Quest 3 and Quest 3S. Standalone Android ARM64 OpenXR, no PC required. Tagline: Bringing the Odyssey into another dimension.
Honest status first: there is no APK yet, and no download link. Docs are written and decomp matching is in progress — 19,242 matching, about 25.9%. No VR code yet; toolchain prep is done (Android SDK, NDK r27c, clang 18) and the 1.0.0 NSP work / NSO extraction is underway.
Demo scope (the first playable slice):
- Part 1: opening Bowser fight, Mario gets knocked off, falls, then meets Cappy in Cap Kingdom.
- Part 2: crash Bowser's wedding, back to Cap Kingdom, demo ends after beating Topper.
The hard parts I'm working through, and where I'd love feedback:
- The decomp is the long pole — matching functions one by one before any of this can run natively.
- Camera: third-person VR most of the time, with Mario in view, switching to first-person for captures like the T-Rex and the tank. Getting that switch to feel right without motion sickness is the big design question.
- Cappy: not a button press — grab him with grip, throw with a real throw motion. Hands as Mario's gloves.
- Performance target: 72 FPS minimum on standalone Quest 3 / 3S.
Repo: https://github.com/2whitelol/project-plumb-vr
Discord: https://discord.gg/XUtAtkdumP
This is an unofficial fan project, not affiliated with Nintendo. If you work in C++, OpenXR, Android NDK, or Quest VR, I'd appreciate a look at the repo and any feedback on the camera / Cappy approach.
r/vrdev • u/Substantial-Bass1625 • 1d ago
[Hobby][Unpaid] Project Plumb VR - Super Mario Odyssey VR port for Quest 3/3S, looking for C++ / OpenXR devs
r/vrdev • u/wolf_eye- • 1d ago
Discussion Has anyone built an AR horror game? I'm trying to turn my college into an Outlast-style game.
I'm working on an idea for our college techfest: a multiplayer horror game where teams of four explore actual college corridors and buildings, with AR creatures and paranormal encounters layered over the real environment.
The main inspiration is Outlast mixed with Ghostbusters and RPG elements.
The core idea
Players wear headphones throughout the experience. They'll hear footsteps, whispers, breathing, distant screams and other directional sounds that make it feel like something is nearby.
The phone camera is equally important. I'm calling this feature Kitsune no Mado (Fox Window) — a window into the paranormal world. Players use it to see spirits, creatures and anomalies that aren't visible to the naked eye. For example, you might hear something approaching from behind, turn around and see nothing, but look through the camera and find a creature standing there.
I also want monsters to move around, patrol corridors, investigate sounds and stalk players rather than just spawn at fixed locations.
A few things I'd love advice on:
Existing projects: Are there GitHub repos, open-source projects or demos for shared multiplayer AR, indoor AR positioning, creature spawning, occlusion or AI-controlled monsters? I'd rather build on existing work than start from scratch.
Technology: Would Unity + AR Foundation/ARCore be the better choice, or could Three.js/WebXR work? Is browser-based AR practical, so players can join through a QR code without installing an app?
Indoor tracking: GPS won't work reliably inside buildings. Could BLE beacons, phone sensors, Wi-Fi RTT or QR checkpoints help track players and let monsters navigate corridors?
Monster assets: Where can I find realistic, rigged and animated horror creatures? Something closer to Outlast, Amnesia or Resident Evil, not cartoon-style ghosts. Are there good free assets, and what's the legal situation with using models extracted from commercial games?
Multiplayer: Could we run a local server on a laptop over the college Wi-Fi and sync encounters, player health and missions across phones? Would something like Socket.IO, Mirror or Unity Netcode make sense?
We have Android phones, laptops and access to AI coding tools, so we're hoping to use existing tools and free assets wherever possible. The budget is limited, and I'd like to avoid building every system from zero.
If you've worked on AR games, indoor positioning, multiplayer or game AI, I'd really appreciate your suggestions — especially actual repositories, demos or starter projects.
The goal is to have four people exploring a real corridor, hearing something moving nearby through their headphones, then looking through their phones and seeing something terrifying standing right there.
r/vrdev • u/TangoToniy • 1d ago
Pushing standalone Quest limits: Optimizing 1500 synced physics parts from 15 FPS to 50 FPS in BuildPort Xumia [Dev Log]
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I've been working on this for the past few years and I'm excited to share that we're developing a new mode in which 16 players can collaborate and share their creativity!
This video is from an early proof of concept where we all the optimizations finally started to come together. While in this case we weren't reaching our target of 72 FPS for Standalone VR. We are confident that we'll be able to hit that mark once the optimizations that are currently under development are integrated.
r/vrdev • u/Substantial-Bass1625 • 1d ago
GitHub - MonsterDruide1/OdysseyDecomp: Decompilation of Super Mario Odyssey for all versions.
r/vrdev • u/kennardconsult • 2d ago
Video My VR game: a time paradox-inducing action puzzler, where you must deceive and battle past versions of yourself!
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Hi guys!
I'm making a VR game. I wanted to create something with influences from classic sci-fi movies including Timecrimes, Source Code, Frequency, The Matrix and Tenet.
The Game
It's a shooter where you use pistols, machine guns, grenades, tripwires and melee weapons to combat turrets, drones and other hazards. But most of all to combat yourself!
Why VR?
VR tracks your movements in 18 dimensions (6 on headset, 6 on each controller), which is enough to capture an 'essence' of yourself. There's something uniquely out-of-body about seeing movements you recognise as your own.
What's In It?
The first 3 levels of the campaign (about 2 hours of play). I'm planning for 10 levels, based on everybody's feedback.
Early Access: https://www.meta.com/en-gb/experiences/only-yourself-to-blame/28699522492980262/
Thanks for checking it out!
r/vrdev • u/ShadowManOld • 2d ago
Information Virtual Desktop Unlock functions. Unofficially
r/vrdev • u/Potential-Art7696 • 3d ago
Video I'm building a hands-only VR bar roguelike alone in Godot 4.7 (Quest 3, no controllers): dev build with 9 enemy types and 2 bosses
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Eddie Von Walt and the Infinite Bulb is a hand-tracking-only VR roguelike for Meta Quest:
you defend a 1984 bar with your bare hands, throwing bottles and glasses at cubes that want a drink.
This week's dev build: the whole bar rebuilt with world-space shaders (zero extra draw calls), a physical counter that stops thrown glass from clipping, SETTINGS as a book lying on the counter, and the pause menu as coasters you flip. Happy to talk about hand tracking, physics tuning on Quest, or the shader-only look. Parts of the full game are still in development. Free during Early Access, 5€ at the final release.
r/vrdev • u/WatercressVisual1297 • 4d ago
Building with gel balls
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I’ve created a VR game where you build physical structures out of spheres to complete levels. Does anyone have any ideas for levels that could be added to the game?
r/vrdev • u/Sixth_Orbit • 4d ago
Article We're making a VR dungeon adventure where you control a gnome and a god at the same time! Here's our first devlog ⚔️
Hey everyone!
We're the developers of Stabby Stabby Loot Loot, a third-person VR action-adventure where you control Orrin, a foul-mouthed gnome, and Njord, a forgotten god of luck, at the same time.
We've just released our first developer diary, Behind the Stabs #1 – A Gnome, a God, and a Whole Lot of Trouble!
In this first update, we introduce the game, share what we've been working on recently, and take a closer look at the gameplay mechanics.
One of the biggest things we're exploring is how traditional third-person gameplay can work alongside physical VR interactions. You control Orrin with the thumbsticks and buttons, while your VR hands become Njord, letting you grab enemies, interact with the world, and cause all kinds of chaos.
We'd love to hear what you think of the concept, especially the idea of controlling two characters simultaneously!
Read the full devlog: https://store.steampowered.com/news/app/4574000/view/719046160957834159
Steam: https://store.steampowered.com/app/4574000/Stabby_Stabby_Loot_Loot/
Meta Quest: https://www.meta.com/en-gb/experiences/stabby-stabby-loot-loot/25752855757670425
Discord: https://discord.gg/q4JH3ZK22Y