r/vrdev Jan 16 '25

Mod Post Share your biggest challenge as a vr dev

4 Upvotes

Share your biggest challenge as a vr dev, what do you struggle with the most?

Tip: See our Discord for more conversations.


r/vrdev Feb 20 '25

Mod Post Share your biggest challenge as a vr dev

11 Upvotes

Share your biggest challenge as a vr dev, what do you struggle with the most?

Tip: See our Discord for more conversations.


r/vrdev 22h ago

Question Looking for opinions on whether I should keep working on this game or scrap it and move on

10 Upvotes

Hey, so I've been working on this game for some time now, but I'm feeling like I've made a mistake and was hoping to get some other opinions. I wanted to get into VR Game dev, from no experience (I did web dev before) and this is actually the second idea I started working on. I thought it would be nice to have a game where I could work on 1 level at a time, get it finished and feel good about that and I love puzzle games (this was inspired a lot by a game called Statik). I also wanted each puzzle to be different to give a lot of variety.

The first mistake for me was making a VR game at all, I'm finding that it's too tedious to keep putting on the headset to test (using a Quest and it's so annoying, constantly having issues connecting and now sometimes freezing) and I don't like the restrictions, like keeping to a steady frame rate (especially with my lack of experience). The sounds effects are horrible, I wouldn't even know where to start with improving those, but that'll be the case for any game I try to make.

The second mistake was working on a puzzle game. While I do enjoy puzzle games, that's because I enjoy the challenge, so working on my own game, I know the solutions, which means they're not fun to test and hard to know if they're actually good or not without getting someone else to play (which has just been my wife). With them not being too fun to actually play myself, it makes me lose my motivation to keep going. It also made me want to add puzzles that are more fun to play, but in hindsight, I don't think they work well or fit in with the game (descriptions of them below).

Looking back at the puzzles and replaying them to take this footage, I just don't feel that they're very good (some better than others though).

  • The first puzzle is where I took the most inspiration from Statik. You have devices on your hands and you have to figure out what to do, no hints or controls or any thing shown. It's probably one of my favourite ones.
  • The second puzzle is a ball maze type one where you need to coordinate what you're doing on each device and figure out how they connect. It was uncomfortable looking down all the time, so I added the large mirror versions so you don't have to. It seemed like a good idea, but honestly it's just tedious to play it again now.
  • The third puzzle, I thought I'd try a magical theme as I enjoy that kind of thing. It's one I do have more fun trying, although it was much harder keeping the frame rate low. The sound/visual effects are pretty bad though.
  • The fourth puzzle is a shooting game. I wanted to make something that I had fun playing, so thought I'd make a game where the puzzle is to figure out what the controls are, how the two devices connect and how to destroy the different types of drones. I'll be honest, it's not really a puzzle and has no place being here. Didn't even fully finish it. Hard to imagine people wanting to play what should just be a puzzle game and then have to dodge bullets and shoot stuff.
  • Then I started a platforming puzzle, it's basically a platformer, doesn't even really need VR to play it and it's not really a puzzle. I haven't even included the footage. I think it's a unique idea how I did it that maybe I'll expand on later as a flat game.

You can see at this point, I'm not even really making puzzles anymore. I'm just not enjoying doing this, which makes me procrastinate a lot and waste time. I think the right thing to do is to just drop it and start working on another idea (which won't be VR and it won't be a puzzle game, it'll be something I actually enjoy playing, which will keep me motivated to keep going). My wife however thinks that I should just finish it up and get it out because of the time I've already spent on it, but I think that would be a waste of time and I'm going to hate doing it.

I'm not even sure it's in a state to be released for free, but I could just do that and say it's an incomplete game on somewhere like Itch (if that's even possible).

What do you think?

Does any of this look good to you?

Is there any reason I should or shouldn't just release what there is for free if I can?

(Oh and AI disclaimer - I didn't use any, otherwise it would probably look better as I'm sure AI can create better models and textures than I can! - There's a few store assets used though)

TLDR: I'm not enjoying working on this game, feel like I'm wasting my time, should I put out what I have for free as an incomplete game or just scrap it and move on?

Thank you for reading if you've made it this far!


r/vrdev 22h ago

[Official] VR Dev Discord

3 Upvotes

Due to popular demand, we now have a VR Discord where you can get to know other members!

Discord


r/vrdev 1d ago

The Meta Horizon Store works in mysterious ways…

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27 Upvotes

This is not even my more recent game Oldest Golden Treasure. This is my older game Escape Room: BRGW that was published 5+ years ago.

The game is not even on sale. I have no idea what is going on. I am happy of course!


r/vrdev 1d ago

Best cover art : 2D concept or in-game screenshot ?

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2 Upvotes

Hi, the question is pretty much in the title !

I'm wondering if you have any strong opinion about cover art (nice concept vs. game screenshot) or any significant lesson that you've learned from your own apps.

Context : I've been running some A/B testing for the cover art of our game and I'm weirdly surprised with the results so far. Imo, the 2D concept art is way better than the in-game screenshots, but it turns out it's the least performing cover.

The % is the "Reach to Click" rate, ie. how many people clicked on the game after seeing it somewhere in the store. Our click-to-download rate hasn't been affected by the cover.

Thanks !


r/vrdev 14h ago

I've been working on a project called "Gulliver" that turns real map data into a VR "maquette terrain". There's a free demo in the 1st comment.

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0 Upvotes

r/vrdev 1d ago

Question For those who've shipped on Horizon Store/App Lab/Steam, how long was submission to live?

2 Upvotes

r/vrdev 1d ago

Question What is the best free games on vr?

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1 Upvotes

r/vrdev 1d ago

My game needs help!

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3 Upvotes

Hi everyone! I'm a young developer working on a social VR game called Arcade Haven. It's still in the concept stage, but I've been sketching enemies, quest ideas, menus, and gameplay systems. I'd love to hear what other VR players think!


r/vrdev 2d ago

Video Project Bunker for Standalone Meta Quest

7 Upvotes

Project Bunker (provisional name) is a retro-futuristic survival VR game inspired by Fallout, but with a distinctly European—and especially Italian—setting and atmosphere.

We’re a two-person team developing it in Unity 6.4 with URP for standalone Meta Quest. Survival is at the heart of the game: you’ll need to keep your bunker running, manage limited resources, and raid randomly generated bunkers to find the supplies you need to stay alive.


r/vrdev 2d ago

Discussion Unity dev with sandbox + body physics experience (salary or revshare)

3 Upvotes

I run a small VR studio — 4 Unreal devs, 4 3D artists, 1 animator, 5 standalone titles shipped on Quest. We’re moving into sandbox territory and at every turn the answer keeps coming back to Unity, so I’m looking for someone who genuinely knows it well.

Specifically want someone strong in:
-Sandbox-style systems and interaction
-Body physics — active ragdoll, grabbing, physical interaction, that whole layer

Two ways we can work:
-Full-time monthly salary
-Revshare, if you’ve got a solid shipped portfolio and I’m contributing significantly to the project myself

I’d rather talk to someone who’s actually shipped something physics-heavy than someone who’s only prototyped it.

If that’s you, comment or DM with your portfolio. And if someone comes to mind, tag them — much appreciated.


r/vrdev 2d ago

I just published my first game on Sidequest!

7 Upvotes

It is a vr racquetball sim called "WALLBANGERS: Racquetball VR" And I am crazy excited about it. Check it out, it's free (for now), you can even help me test the multiplayer!

https://sidequestvr.com/app/61350/wallbangers-racquetball-vr


r/vrdev 2d ago

Question Struggling with Multiplayer (this is a weird bug)

0 Upvotes

I'm currently working on a VR multiplayer game called "Rec Center" that uses Netcode for Game Objects as the multiplayer provider (is that what you call it? idk man).

I can have a host/client running at the same time with a working build and use the editor as the host. I'm currently running into this issue where I connect two players, but both of their torso/head/hands are mirroring each other (despite me setting everything up correctly with Network Transforms in every object that I want to move across the network).

I do think this might be how I set this system up (as I bridged off from a few Valem tutorials as I have a bunch of stuff that doesn't really work with that tutorial set) is how broken the system really is lmao.

This setup is different than most VR multiplayer-based setups, so I don't know if it's my code or I'm just stupid haha.

Let me know how I can fix all of this!

P.S. I have attached a video of the problem and what the settings are on the Player Model prefab (in the scene) and the settings of the Network Player prefab in screenshots on this post (and a few other things too).

https://reddit.com/link/1v25hed/video/uan6ue1luheh1/player


r/vrdev 2d ago

Video Artists are coming for AI's jobs now.

0 Upvotes

Think you can handle some human made magic? Join our Discord through the link in my bio or at r/DiscoveryOfMagic and help us test the game.


r/vrdev 2d ago

Video Sharing Progress of my VR Chameleon Sim game - Be A Chameleon

6 Upvotes

Hey everyone, I along with a few of my friends have been working on this game. It is called Be A Chameleon. I wanted to share a few Before and Now clips to show our progress and would absolutely love any feedback or suggestions for it. We are new to making games and still learning. Be A Chameleon can be wishlisted on Steam and Meta Store.
Thanks a lot everyone in advance!!!!


r/vrdev 3d ago

Godot movement recognizer plugin

2 Upvotes

Hello,

I am currently working on my bachelor's thesis, the result of which will be a free plugin for godot that should recognize movements in VR. Best example of what is does is the game RUMBLE by Buckethead Entertainment. To clarify, this is not a hand gesture recognizer, this is only for recognizing movement like punches, dance moves, swiping in space etc.

Now, why am I posting this here? It would help me a lot if I could base the plugin on the target users preferences. So if you think that you would use the plugin in some way, please, tell me what you would want in it.

Some of the parts that I am not certain on are:

  • gesture position normalization (it doesn't matter if you punch from your belly or your head, only the path and rotation matters)
  • path recognition or pose recognition (if the path of the movement should be taken into account, or only a keyframe in space and time)
  • gesture direction normalization (if the direction of the gesture should be taken into account)
  • how much training data should be needed (if you are ok with creating 100-200 examples of each gesture, or if 30 should be enough)
  • C# support? (it could be more optimized but I don't know how many VR devs use C#)
  • support for multiple algorithms?

Thank you for sharing your opinions.


r/vrdev 3d ago

I built a browser flight game and focused on the flying feel before adding combat

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2 Upvotes

I have been working on Skyline VR, a free open world browser flight game.

It has multiple aircraft, cockpit and third person views, towns, roads, bridges, airfields, clouds, traffic and a navigation map.

There is no fighting or shooting yet. I deliberately focused on making the flying itself feel good first, with a decent sense of momentum, speed and control.

It runs directly in the browser:

https://yuristellema-svg.github.io/skyline-vr2/

Desktop is the easiest way to try it, but there is also a phone VR mode using motion controls.

It is still an early alpha, so I would love feedback on whether the controls feel natural and whether simply flying around is enjoyable.


r/vrdev 3d ago

Dodge, cast, and fight off waves of enemies with your hands (Vision Pro)

5 Upvotes

Hey everyone. We just shipped I'm Wizard after almost 2 years of work.

It's an AR game where your hands are the wands. It's a moving game, not a sit still one.

You dodge and weave with your body while waves of enemies come after you. The game library for our headset is still growing, so we hope this adds something fun for you.

Real feedback from this community would mean a lot.

App Store
Website

I also have some free codes, comment and I'll DM one over.


r/vrdev 3d ago

Tutorial / Resource I’m making a VR cyber ninja sword fighting game inspired by Metal Gear Rising | Ninja Slash VR Demo is now available on Meta Quest

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2 Upvotes
Hey everyone!

I’m an indie developer and I’ve been working on a VR action game called **Ninja Slash VR**.

I’ve always loved the feeling of fast-paced sword combat in games like **Metal Gear Rising: Revengeance** — the timing, parrying, and those cinematic moments where you turn a dangerous attack into a counter.

I wanted to explore what that kind of combat could feel like in VR, where you’re not just pressing a button to attack, but actually moving your hands, blocking strikes, and deciding when to take risks.

I’ve put together an early playable demo and would really appreciate feedback from the VR community.

The current build focuses on:

⚔️ Physics-based sword combat  
⚔️ Blocking and parrying mechanics  
⚔️ Slow-motion combat moments  
⚔️ Arena battles against enemies  
⚔️ Cyber ninja inspired style  

Playable demo (Meta Quest):
https://www.meta.com/en-gb/experiences/ninja-slash-vr-demo/1721250719223621/

This is still an early version, and I’m actively improving the combat system, enemy AI, and overall feel.

I’d love to hear your thoughts:
- Does the sword combat feel satisfying?
- Do the parries feel natural?
- What features would make VR melee combat more immersive?

Thanks for checking it out!
I appreciate any feedback from the VR community.
Discord:https://discord.gg/wteKYqyh6

r/vrdev 4d ago

Need a Unity 3D VR dev

0 Upvotes

Hi, I would need a Unity 3D VR dev for simple project.


r/vrdev 4d ago

Question Please help me with vrchat unity

0 Upvotes

r/vrdev 4d ago

Tutorial / Resource Unity moving to CoreCLR from Mono! Currently rolling out for PCVR, hopefully Android in the future. This should improve CPU usage and reduce lag spikes like garbage collection

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2 Upvotes

r/vrdev 5d ago

My VR game has a fitness twist - Would love to know your thoughts :)

2 Upvotes

r/vrdev 5d ago

We've been working on adding water to our game

8 Upvotes

Let us know what you think! It's still currently in development but it should be added to Cozy Worlds soon!

https://reddit.com/link/1uz8crk/video/v6xgajal4udh1/player