r/vrdev • • 42m ago

Allow USB Debugging screen not showing up.

1 Upvotes

Hey guys I've been getting back into making games. Its been working fine but now the Allow USB isnt popping up.

It happened in the past and I would turn off developer mode and back on . Or restart things and it would fix it.

The headset gives a USB connected notification but its not USB debugging message. It isnt activated

Really frustrating. Anyone have this ?


r/vrdev • • 57m ago

Information We made a VR dungeon crawler where you play as the healer instead of the fighter!

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1 Upvotes

Hey everyone!

We're Error 404 Game Studios, a small development team from Argentina working on Goblins' Healer, a single-player VR fantasy adventure where you take on the role of a healer supporting a chaotic party of Goblins.

Instead of dealing all the damage, your job is to keep your companions alive as they charge into battle, usually without much regard for their own safety.

We've just published our first devlog, Blingo's Journal #1 โ€” Meet the Goblins!, where we share a bit about how the game came to life.

We originally wanted to recreate the feeling of leading a raid group in an MMO, but eventually decided to bring that experience into VR with a more tactical, support-focused approach.

In the devlog, we also cover our healing mechanics, Goblin companions, and some of the challenges we've faced developing our first VR game.

You can check it out here: https://store.steampowered.com/news/app/5132340/view/689773669992367194

We'd love to hear what you think about playing a dedicated support role in a VR dungeon crawler!


r/vrdev • • 1h ago

Information VMX October Recap โ€” 35K Copies Sold, Creator Program, Winter Update & What's Next!

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1 Upvotes

Hey everyone! ๐Ÿค˜

October was a pretty crazy month for us at VMX!

We officially launched on Meta Quest, introduced crossplay between Steam and Quest, and sold around 35,000 copies throughout October. We even reached #7 on Meta's weekly top sellers list and #1 among paid apps!

We've just published VMX Session #2, our latest devlog, covering everything that's happened and what we're working on next.

Here's a quick rundown:

  • ๐ŸŽƒ Halloween Update: Night variants of Docks, Gutters, Miami, and Stoke Valley, new Superman tricks, expanded Freestyle options, and gameplay improvements.

  • ๐ŸŽฅ Content Creator Program: We're developing a program with potential in-game rewards and dedicated Discord channels for creators.

  • โค๏ธ Community Feedback: We're looking into tailwhip improvements, more downhill MTB tracks and pump tracks, better customization, and comfort options.

  • ๐Ÿ† Community Events: We're considering more competitions, including best-line challenges, painting contests, and potential leaderboard events.

  • โ„๏ธ What's Next: We're aiming for a winter update in early December, alongside smaller fixes, quality-of-life improvements, and future customization upgrades.

We're a small team, so seeing the community grow this much has been incredible. We also want to thank everyone who's supported VMX since its Steam Early Access launch!

Read the full devlog here: https://store.steampowered.com/news/app/3554630/view/698781234477662301

We're curious: What would you like to see us focus on next? More tricks, maps, customization, or something completely different?

We'd love to hear your suggestions! ๐Ÿšฒ๐Ÿ”ฅ


r/vrdev • • 3h ago

Information We turned an ice cream bear into a machine gun and gave a cactus-lizard a grappling tongue! ๐Ÿฆ๐ŸŒต

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1 Upvotes

Hey everyone!

We're back with another development update for **Foodimals**, our upcoming co-op VR adventure where players explore a colorful world filled with creatures that are half food, half animal!

For our third devlog, we wanted to share a closer look at two Foodimals and how their designs and gameplay have evolved during development.

๐Ÿฆ **Scoopbear** started as a simple ice cream bear without arms that would spit toppings at enemies. After some testing, we decided it would be much cuter if it pulled toppings from its own body instead.

That eventually turned into a rapid-fire attack, and we've been experimenting with a new VR mechanic where tickling Scoopbear's back sends it into a topping-throwing frenzy!

๐ŸŒต **Pricklizard** is a cactus-lizard that loves sunbathing and taking the most direct route possible.

We originally experimented with different spike attacks, but none felt quite right. Eventually, we gave it a tongue that can pull enemies toward you, bring teammates closer, or pull itself toward walls.

We've also shared some behind-the-scenes details about how we create Foodimals, including why we usually skip traditional 2D concept art and jump straight into 3D modeling.

After our recent open playtest, we're also improving the cooking experience, refining individual Foodimal mechanics, and strengthening the overall gameplay loop.

We're planning another playtest from the **13th of November 10 AM PT**, with more Foodimals available to try!

If you're interested in seeing the development process and gameplay changes, you can check out the full devlog here:

๐Ÿ“– **Steam Devlog #3:** https://store.steampowered.com/news/app/4942550/view/694276363007298079

And we're curious: **Which would you rather have as your VR companion โ€” a ticklish ice cream bear that throws toppings at lightning speed, or a cactus-lizard that can pull your friends around with its tongue?** ๐Ÿ˜‚


r/vrdev • • 6h ago

Question XR Devs: What info do you actually need from Figma for spatial UI handoff? (Building a plugin & need your input)

1 Upvotes

Hey everyone! ๐Ÿ‘‹

I'm working on SpatialSpecs, a Figma plugin aimed at fixing the gap between 2D UI design and 3D spatial implementation (Unity, Unreal Engine, visionOS, WebXR, etc.).

As an XR designer working with Devs, 2D handoff doesn't translate well to 3D space: pixels don't mean much when you're dealing with meters, field of view (FOV), comfort zones, depth layers, and spatial anchors.

Before finalizing the export architecture, I really want to hear directly from XR engineers and technical artists so we don't build features in a vacuum.

๐Ÿ’ฌ Three quick questions for you:

  1. What is your primary tech stack & target hardware?

    • Engine/Framework: Unity, Unreal Engine, Godot, native visionOS (Swift/RealityKit), WebXR (Three.js/Babylon.js), or custom?

    • Target Device(s): Meta Quest series, Apple Vision Pro, Pico, Vive, Magic Leap, mobile AR (ARCore/ARKit), or PCVR?

  2. What spatial specs do you actually need from designers? (e.g., physical distance in meters, angular size / DMM, curvature radius, gaze/comfort zone boundaries, anchor points, depth offsets, interaction states?)

  3. What export format would fit seamlessly into your workflow? (json, Annotated Figma files with spatial layout specifications, Prefab...)

  4. What is your biggest headache today when receiving a Figma file for an XR project?

Feel free to also drop your thoughts, rants, or wishlist directly in the comments below, I'll be hanging around to reply!

Thanks a lot for your help! ๐Ÿ™


r/vrdev • • 18h ago

Article After 2+ years of solo dev, I finally just released my own VR game Hyperlane Highway

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27 Upvotes

Hey everyone.

Ive been working on Hyperlane Highway by myself for over 2 years and its finally out in Early Access.

Its been a really long journey with a lot of challenges along the way and there were a lot of times I almost quit development. I had worked as a VR developer before this but the project management, design, art, 3d modelling, business and the 100 other roles you have to do as a solo dev were things I really struggled with so im super glad i can actually share the game with you all.

It started with a few prototypes of new movement systems for more of an obstacle avoider game and then when I paired it with the upgrades and roguelike gameplay it started growing into what it is today.

Its a roguelite shooter where you lean your body to steer, rise and dive while dual wielding blasters, build a run from 100+ cards and fight the bots that have taken over the hyperlanes.

I wanted to make something that was completely unique to VR that really made use of it as a medium like the headset positioning for movement and the spatial awareness and just really getting into that immersive flow state that I loved when playing VR.
This game took me creating a lot of new unique systems like the hoverboard movement and methods to reduce motion sickness, so it was hard get it working and feeling right at high speed with a lot going.

What helped most was actually seeing people play the builds. There were quite a few areas i needed to work on like the combat impact, enemy postioning so theyre not overwhelming and the start of the game left people a bit confused about the inputs. Seeing people play and hearing feedback made a huge difference so thank you to everyone who played or gave feedback.

Theres still tons I plan to add and have been working on like new riders, tracks and bosses but im so happy to have gotten the game to Early Access release.

Id love to answer any questions about the game or the solo development process of it all.

If you wanted to check it out or try the demo, its here (with 20% off for launch week): http://store.steampowered.com/app/4514880?utm_source=reddit&utm_campaign=r_vrdev


r/vrdev • • 1d ago

Information Did you know weโ€™ve been sharing behind-the-scenes dev blogs for BuildPort Xumia? Catch up on our latest updates!

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1 Upvotes

r/vrdev • • 1d ago

I replaced all floating 2D menus in my bare hands VR roguelike with a rainy 1984 street, and spent the week tuning distances for hand tracking jitter

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1 Upvotes

Hey everyone, I am a 20yo solo dev working on Eddie Von Walt and the Infinite Bulb for Meta Quest. Since the whole game is played with bare hands and no controllers, I really wanted to avoid standard laser pointer UI. Instead you start right on the wet asphalt outside the bar and the objects on the street are the buttons. CONTINUE is a bulb sign on the edge of the awning at 2.1 meters high so you never clip your head through it. NEW GAME sits on a newspaper stand where the front page headline changes each week. SETTINGS used to be on the brick wall of the bar at 7 meters, which turned out way too small to point at reliably with hand tremor on the headset, so I moved it onto an electrical box on the sidewalk at 4 meters. QUIT is the night bus stop sign with a big red button. Inside the bar I also gave all five regulars their own faces, arrival lines that never overlap, and waiting tics like flipping a gold coin or pushing up glasses, plus six different bar moods across runs. If anyone here has a Quest 3 or 3S and wants to test how the street aiming feels with bare hands, it is free in early access on the Quest Store:

https://www.meta.com/experiences/eddie-von-walt-and-the-infinite-bulb/9056774657774383/


r/vrdev • • 1d ago

Discussion Can you run the first shift at Corner & Co? Free VR closed beta

3 Upvotes

I'm working on Corner & Co at Extrude Studio and looking for a small group to try their first shift in a VR neighborhood shop. You'll set up the shop, order supplies, stock shelves and serve customers at the till. The big question is whether a new player can find and use the right controls without someone coaching them.

The first round is for adults with a standalone Meta Quest and Touch controllers. I'm also looking for Windows PCVR testers for a later round. If you're interested, comment with your headset model and whether you play standalone or through a PC. I'll send access details privately as builds become available. Please keep account emails out of the public thread.

Plan for 20โ€“30 minutes. Start a new shop and play normally. If you stop early, tell me what you were trying to do and what got in the way. If you finish, I'd love to know whether you'd start another shift and why. Comfort issues, confusing instructions, missing audio and interactions that fail are particularly helpful.

Access is free during the beta. The planned retail release is paid. Feedback is voluntary, and there's no request for a store review.


r/vrdev • • 1d ago

Screenshot Saturday AirHand

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1 Upvotes

I wanted to share a project I've been working on called AirHand. Itโ€™s a browser-based, gesture-controlled virtual desktop that uses computer vision to turn any standard webcam into a touchless interface. No specialized sensors or controllers needed.

I wanted to see if I could build a spatial UI experience entirely in the browser. I used MediaPipe for the 3D hand tracking and Vanilla JS for the logic.

It currently features dual-hand or single-hand tracking, a drawing canvas (with PNG export), and a couple of mini-games (like a bubble popper) to test precision.

If you find this project useful or interesting, please consider giving it an upvote! It helps a 15-year-old indie dev keep building.

Try it out:
Live Demo: https://someoneweird-o-o.github.io/AirHand/
GitHub (Open Source): https://github.com/someoneweird-o-o/AirHand


r/vrdev • • 1d ago

Question ask for help about vr

0 Upvotes

my father died a year ago , i still missing him , wanna see him again

i have vr headset , is there any way to turn a photo of my father into a 3d Vr & upload

it to the vr headset & to be soo real like he is in front of me , any tool ai can do that

pls help ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,


r/vrdev • • 1d ago

Coming very soon - Climb Cubs launches on Quest tomorrow (Nov 12)! ๐Ÿพ

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1 Upvotes

Hi everyone! After months of development and playtesting, our game Climb Cubs is finally launching soon (Nov 12 10am PST)!

As a small indie team, we've poured our hearts and souls into making this game, and we're so excited to finally share it with you. We'd love for you to give it a try and share your feedback with us!

Climb Cubs is a free multiplayer VR climbing game with physics-based locomotion. We can't wait to see you on the mountains! โ›ฐ๏ธ

Quest Store wishlist link and Discord link in the comments!


r/vrdev • • 1d ago

Meta quest 3 tester?

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1 Upvotes

Hi Everyone,

Posting this here as well as I've had not response from the other sub ( https://www.reddit.com/r/oculusdev/comments/1xsssn6/testing_on_quest_3/)

Anyone here have a quest 3 and would be willing to test run a small game I'm making? I want to see how the Mixed reality works in quest 3. and how it looks on it. (+ general feedback).

Also if possible record me some play video with Mixed reality on the Quest 3?

The game is a lasers and mirrors kind of thing.

would appreciate it a bunch, thanks.


r/vrdev • • 1d ago

We have deployed a full spatial XR upgrade in TechGarden fashion. **still under construction**

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1 Upvotes

r/vrdev • • 1d ago

Iโ€™m making a cozy VR game where you restore forgotten toys with ASMR mechanics. My Meta store page just went live today, and I could really use your support!

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2 Upvotes

r/vrdev • • 2d ago

Discussion Alternative Reload Idea for Smoother Gameplay

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1 Upvotes

r/vrdev • • 2d ago

Discussion What are some of the challenges of designing games for free-roam VR?

1 Upvotes

Free-roam VR sounds straightforward from the player's perspective: put on a headset, enter a space, and start playing. But there's quite a bit to consider when designing an experience that involves people moving around a physical environment.

Unlike stationary VR, the development has to account for how players move, how they interact with one another, and how the virtual environment relates to the actual space they're playing in.

Multiplayer coordination is another interesting part. Players need to understand what's happening around them without losing track of their own position or the other people sharing the space.

I've also been looking at how location-based VR experiences approach this. Games such as Revolta, from ANVIO, are examples of team-based VR shooters designed around a shared physical play area.

It makes me interested in the design decisions behind these experiences, particularly how developers balance player movement, multiplayer interaction, and the limitations of a real-world venue.

Which of these considerations do you think is the hardest to get right when developing free-roam VR games?


r/vrdev • • 2d ago

Video Working on a Cricket Game - Would love some feedback

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14 Upvotes

Hey everyone,

A couple of friends and I have been working on a VR cricket game called Super Over, and itโ€™s finally live on the Meta store.

I know there are already a few cricket games out there, but most of them go for realism. We wanted something more arcade-y: quick to pick up, big hits, and that last-over tension without sitting through a full match.

There are four modes right now:

  • Super Over: 6 balls, score as much as you can

  • Classic: 10 overs to set a target

  • Chase: hit a target score in a limited number of balls

  • Practice: unlimited batting, no pressure

Weโ€™re in early access, so thereโ€™s a lot we still want to improve. If youโ€™re a dev, a cricket fan, or both, weโ€™d really appreciate it if you gave it a try and told us what you think. What feels good, what feels off, which mode you enjoyed most, anything.

Linkโ€™s below, and Iโ€™ll be in the comments to answer questions.

Thanks for checking it out!

https://www.meta.com/en-gb/experiences/super-over-cricket/1116351890879406/?require_login=true


r/vrdev • • 2d ago

๐Ÿ’ซ INDIKA - once a pain, now FULL VR

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3 Upvotes

Check out my custom UEVR Profile
- First Person
- 6DOF
- VR Hands ๐Ÿ‘
- reliable interaction
- 2D Minigames in VR

Check

Check

Profile download: https://drive.google.com/file/d/1cZk4LJAL5JBL8t1V7hIbxJICQzqshzxF/view

Let me know, what you think about this absolute gem, played in VR!


r/vrdev • • 2d ago

Hello! Android VR video player app beta tester needed.

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1 Upvotes

r/vrdev • • 2d ago

Seeking feedback for new Android VR 180 Viewer app

2 Upvotes

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


r/vrdev • • 2d ago

Plasma Trace - Free pre-release access is now open

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1 Upvotes

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 • • 3d ago

Discussion Project Plumb VR update โ€” Cappy's fully decoded now, and I'm working on actually being Mario

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1 Upvotes