▲ 4 r/vrdev

3D Printing Peripherals

We may be a bit of a niche case here since we develop more for training/ simulation than entertainment but honestly, one of the biggest challenges we've run into building training apps hasn't been the software side at all, it's the hardware.

We primarily develop for Quest 3 (but have previously worked with many of the other headsets), and the controllers are great for gaming, but they feel so limiting when you're trying to recreate real-world equipment.

We ended up leaning pretty heavily into 3D printing to solve this issue. Many of our projects now involve designing custom brackets and mounts to attach a controller onto whatever physical prop we're using (fire extinguishers, hockey sticks etc). Which sounds straightforward enough until you actually try to make them survive a training session. Early on we just printed everything in standard PLA and learned pretty quickly that it does not handle people dropping or twisting the prop at all. We had to switch over to PETG for basically all our functional prints and go through a ton of iterations with wall thicknesses and print orientations before we found a design that actually held up.

It completely changes the QA process too. Obviously you're still testing the software for bugs, but now you're also physically stress-testing plastic parts, making sure the mount doesn't accidentally block the tracking rings on the controller, checking that nothing shifts after repeated use, and trying to balance the weight so the tool doesn't feel super awkward and front-heavy during a long session.

I definitely didn't think getting into VR development would involve this much fabrication work, but at this point building the physical hardware feels just as important as writing the code. Anyone else working in XR end up spending way more time in CAD and messing with 3D printers than they ever expected? What kinds of peripherals have to designed, and how did they change your actual dev process?

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u/MelcherStudios — 5 days ago
▲ 7 r/BASE

Built a Founder discount program on Base for our 5-year-old VR training SaaS — receipts in the comments.

I run a small VR training studio in Saskatchewan, Canada. We've been billing colleges and trades training orgs for about five years for VR modules and a hosting platform (VR Hub). Boring SaaS, no crypto angle. Last year we started getting interest from buyers who wanted some kind of long-term commitment: founder-tier pricing, a way to lock the rate before we raise it, something that doesn't just live in a spreadsheet on my laptop. So we built it on Base.

**What the Pass actually does**

"Three tiers of price-lock passes (ERC-1155 utility NFTs, not a fungible token):"

- Standard (160 editions, $300 USD): locks CAD $3,500/yr subscription for 3 years. Public rate is heading toward $5,000.

- Rare (30 editions, $1,000 USD): same lock for 5 years, plus a unique 1-of-1 sim category card.

- Legendary (10 editions, $5,000 USD): 7-year lock, +2 bundle seats, plus onboarding hours.

The lock and onboarding hours are tied to the original verified purchaser email, not the wallet, so the NFT itself can be transferred or held, but the subscription benefit doesn't transfer. Made that choice because the benefit is a service obligation on our side, not a transferable license. People can argue with that design, happy to discuss.

**Why on-chain instead of a coupon code**

Two honest reasons. One: I wanted the supply cap to be enforced by something other than my own promise. 200 editions hard-coded into the contract, not 200 rows in a database I could quietly edit. Two: the audience for the Pass overlaps with people who already hold things in wallets, and giving them a Basescan link is a faster trust signal than emailing them a PDF.

**The boring parts that took the longest**

Sanctions screening on the buyer wallet (third-party screen at checkout, blocks OFAC list). PayPal as the fiat rail because most of our buyers aren't crypto-native, so a card payment plus a thirdweb in-app wallet gets them through without a Metamask install. Terms of Sale that specifically address the NFT vs subscription benefit split, because the lawyer wanted that nailed down. A PDF certificate of ownership that gets emailed at mint time for buyers who want a paper trail.

**Where we are**

2 of 200 minted so far: my own founder edition, and the first outside buyer earlier this week. Contract and public page are in the first comment so the post itself doesn't read as a buy link.

Happy to answer questions, especially about the contract design, the subscription-vs-NFT-benefit split, or the regulatory side. Not interested in a price-action discussion, these aren't designed to flip.

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u/MelcherStudios — 18 days ago

VR as a Training Tool..

Hey everyone. We’ve been building VR training modules for about five years now, mostly partnering with colleges and community organizations across healthcare, hospitality, trades, and transport. The vast majority of our users are adult learners who have literally never touched a VR headset before. Most of the VR discourse online is super hardware-focused, but we know the tech doesn't matter if the learning isn't there. I wanted to share a few lessons we've learned the hard way about what actually determines whether the training clicks.

First off, cognitive load is the real bottleneck here, not the novelty of the tech. Early on, we made the classic mistake of thinking more immersive = better. We created full environments with ambient music, animated characters etc. Trainees loved it, but they remembered basically nothing. The headset itself already imposes a pretty heavy cognitive tax on a beginner.  Once we started stripping the environments back to the bare minimum needed for context, our retention shot up.

We've also realized that VR really earns its keep with procedural training. It's great for any task where a learner needs to use their hands in a specific sequence, where mistakes in the real world are dangerous or expensive, and where repetition is key. But for anything conceptual, theoretical, or discussion-based? It doesn’t perform as well. We’ve stopped pitching VR for those because it performs about the same as a well-made video, just at a way higher cost.

Pretty humbling for us; the instructor matters infinitely more than the module. We had two different sites running the exact same VR module with wildly different outcomes, despite having identical hardware and trainee demographics. The only variable was the instructor. The sites where instructors framed VR as "just another tool in our toolkit that we’re going to debrief together" saw skill transfer. The sites where instructors just handed out headsets and walked away saw much less success. Now, we spend way more time onboarding the instructors and work to integrate into their lesson plans, not to replace them. Assessment in VR is also deceptively tricky. Completing the simulation correctly does not automatically mean competent in the real workplace. Because of that, we encourage a non-VR practical step into every program. VR is a fantastic primer to build confidence, but it shouldn't be the final assessment.

We’ve had to reframe how we look at accessibility. Roughly 10-15% of our learners experience something that impacts VR use, motion sensitivity, claustrophobia, vision issues, or mobility limits. We used to treat accommodations as an afterthought, but now we treat it as a core design constraint. Designing modules from day one with a seated mode, zero artificial locomotion, generous timers, and audio alternatives doesn't just help the learners who need it, it actually results in a cleaner, better module for everyone.

There’s still a ton we’re trying to figure out, like long-term retention and whether VR-trained skills decay faster or slower than traditional methods. We're also still figuring out how to coach instructors to run effective debriefs, and whether the novelty effect eventually wears off once learners get used to the tech.

For anyone else designing for VR, what have you run into? Especially curious to hear how you handle that gap between someone passing the simulation and actually proving competence on the job.

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u/MelcherStudios — 19 days ago
▲ 0 r/edtech

Convincing skeptical educators to try VR, what worked, and what didn't

We’ve been pushing VR training into a bunch of colleges and community service groups here in Canada for a few years now. Trades, healthcare, transport, we've got 26 modules running. The headsets work fine and the software works. All of that is the easy part.

The actual brick wall is getting instructors to use it. Every edtech post I see online completely skips over this, so I wanted to share what actually bombed for us and what worked.

What didn't work:

  • Conference demos. People put the headset on at a trade show, say "wow, cool," and then you never hear from them again. That energy doesn't last until Monday morning.
  • Whitepapers. Nobody reads them. I've stopped sending them.
  • The "it saves you time" pitch. Teachers have been lied to by software vendors for twenty years. They see right through it.
  • Starting with the most senior instructor. They have the most invested in the old way of doing things. They're usually the wrong place to start.

What actually worked:

  • Dropping off a headset with zero pressure. We started finding one mid-career instructor who seemed mildly curious, handed them a headset for two weeks, and just said, "Take it home, play with it, tell me what's broken." No assignments, no presentations. Every single one of those people became our internal champion.
  • Letting them break things. The instructors who dragged us over the coals during testing by asking about motion sickness, cords getting pulled, or students refusing to wear them ended up being our biggest fans because we didn't dodge their questions.
  • Being honest about failure. We openly tell schools that about 15% of students won't finish a session. They get claustrophobic, motion-sick, or just hate it. Instructors actually trust you when you admit the tech isn't magic.
  • Co-designing. Changing even tiny details in a module based on their feedback gave them ownership. Suddenly it was their tool instead of some vendor's product.

Honestly, the biggest hurdle isn't that educators are bad with tech. It's that they're tech-tired. They’ve been promised "transformative" tools forever, like SMARTBoards, iPads, and AI, and most of it just ends up collecting dust.

We only started winning when we stopped pitching VR as a replacement for teaching and started treating it like tool to compliment curriculum.

Curious what other folks here have seen. How do you get tools past the skepticism of instructors who've been burned by hype before? Educators, what would get you to buy into a new tool for your classroom?

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u/MelcherStudios — 26 days ago

Deploying Meta Quest 2/3 at scale for workforce training — what we wish we'd known

Long-time lurker, posting because I see a lot of "is Quest viable for business" questions and our team has 2 years of hard-earned answers.

We run Melcher Studios out of Canada — built VR Hub, a 26-module training library used by colleges, care providers and workforce agencies.

Lessons from deploying Quest 2/3 to non-technical users at scale:

  • Quest 2 is the workhorse, not Quest 3. Lower cost, better availability, every subscriber already has them. Quest 3 hand tracking is nicer but doesn't move the needle on adoption.
  • Wi-Fi is the #1 support call. More than controllers, more than guardian setup. Have a fallback offline mode or your support inbox will hate you.
  • Battery anxiety is real. Plan around 90-min sessions, not 3-hour ones. Charging cart per 6 headsets is the magic ratio for institutional deployment.
  • Locked-down kiosk mode (single app launch, no Meta home) cut our support tickets by ~70%.
  • Facilitators matter more than the modules. Subscribers don't care how cool the sim is — they care whether one instructor can manage 6 headsets at once without losing their mind.
  • 15-minute modules beat 45-minute ones every time. Shift workers and students don't have 45 minutes. Completion went from ~30% to ~85% when we cut runtime.

Happy to answer anything about enterprise Quest deployment, kiosk setup, or building VR for non-gamers. Also genuinely curious what other studios are seeing for institutional Quest adoption in 2026 — feels like we're at an inflection point.

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u/MelcherStudios — 28 days ago