r/vrdev

▲ 13 r/vrdev+1 crossposts

How it started vs. how it's going 👽

About a year ago, this was just a very simple prototype.

Since then I've been rebuilding almost every part of the game: visuals, destruction, missions, UI, progression, and VR interactions.

It's still far from finished, but looking back at where it started is pretty motivating.

I'd love to hear your first impressions. What stands out the most, and what would you improve?

(Quest VR game, developed in Unity.)

u/vr_alien_dev — 5 hours ago
▲ 0 r/vrdev

Looking for someone to help me make a very simple VR FPS prototype in Unity (Paid)

Hi everyone,

I'm looking for someone to create a very simple VR FPS prototype in Unity for my university research project. I'm on a tight schedule, so I'm looking to hire someone rather than learn how to build it myself.

The prototype only needs a few basic features:

  • Quest 3 VR support
  • A gun that the player can hold
  • Shooting functionality
  • One or more targets that can be shot and register hits
  • Simple environment (doesn't need to look fancy)

This is just a prototype, so it doesn't need advanced graphics or gameplay.

I'm willing to pay for the work. If you're interested, please send me a DM with:

  • Your experience with Unity VR development
  • Your price
  • An estimate of how long it would take

Thanks!

reddit.com
u/Any-Sky9991 — 10 hours ago
▲ 172 r/vrdev+1 crossposts

Experimenting with a VR version of my game since its demo dropped. Godot XR is an absolute pleasure!

I recently pushed the demo for my 3D puzzle platformer, Gravitten, to Steam. Honestly, the crunch before the release completely burned me out and I desperately needed to step away from the main project to recharge.

So, to take a break, I decided to finally experiment with VR in Godot, something I wanted to do for a long time.

I started messing around with taking the core gravity-shifting concepts from my pancake game and blending them with standard VR climbing mechanics. I’m honestly in shock at how well it works. I'm wondering what hurdles await me down the line, but so far godot-xr-tools have been so incredibly helpful that developing the VR version actually feels easier than the pancake one, really impressed.

One of the absolute best parts of this project is how it rescued so many of my scrapped ideas. When developing the original game, I kept coming up with these crazy mechanics, but they just didn't fit into a strict grid-based puzzle setting, so I had to ditch them. But in VR? They translate perfectly.

Now, if I'm designing a level for the flat game and get a wild idea that would completely break it, I don't have to throw it away, I can try adapting it to the VR project, and vice versa! Having two different but related projects means I'm utilizing so many more ideas instead of just trashing them.

I was worried that constantly taking the headset off and putting it back on would be exhausting, but I actually just started programming the whole thing while staying in VR, and it’s surprisingly comfortable (using a Quest 3 with a BOBOVR strap). Even sitting with a headset on my head for 10 hours a day isn't as bad as I thought :D. I'm on Linux so I'm using WiVRn and WayVR, they are both working perfectly fine.

Climbing and changing gravity feels so satisfying that I’ve already set up a Steam page (Meta Store page coming soon) for the VR version. It's definitely staying as a full project, so if you're interested, you can wishlist it here:

https://store.steampowered.com/app/4457820/Gravitten_VR

And if you're interested in my pancake inspiration, you can play the demo here:

https://store.steampowered.com/app/4199110/Gravitten

u/StaleCroissantDev — 1 day ago
▲ 16 r/vrdev+4 crossposts

Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!

Hey everyone,

Recently, I've been experimenting with adding rope-attached obstacles that you can interact with during gameplay. It ended up changing the flow of encounters in some really fun ways, so I wanted to share a quick look at it.

The last playtest gave us a ton of useful feedback, and that's exactly what we're focusing on over the next few weeks. The plan is to keep improving the core gameplay and adding new mechanics like this all the way up to our Early Access launch in August 2026!

There's still plenty of work to do, but seeing the game evolve with community feedback has been truly motivating.

I would love to hear what you guys think about this mechanic after watching the clip. If you have any ideas, feel free to let me know.

I'm also planning on doing another playtest this month, please feel free to join our Discord server for more updates: https://discord.gg/NdGwpYbfb4

You can wishlist Shatter Flow on Meta here: https://www.meta.com/experiences/shatter-flow/26680580208192087/

Thank you! :)

u/latencyvoid-vr — 1 day ago
▲ 12 r/vrdev+3 crossposts

Just a small game about building your own world

Hello everyone! I’m developing a VR game where the goal is to build your own world.

There will be several themes (Zen garden, interplanetary base, medieval era, farm, Roman Empire, Egypt, etc.).

I’m looking for about ten creative volunteers to test the game, share their feedback, and potentially create videos of their worlds for my upcoming trailer. Naturally, the game will remain free for beta testers!

Thanks!

u/Cuboak — 2 days ago
▲ 38 r/vrdev+2 crossposts

I built a free app for Vision Pro that turns CAD/Mesh files into full-scale objects you can walk around and measure

Hey everyone,

I’ve been working on 3D Spatial Viewer, an app for Apple Vision Pro aimed at people who actually need to inspect 3D models - engineers, designers, and also just hobbyists who scan or print things and want to see them at real size before committing.

The core idea: import one or multiple parts (STL, OBJ, PLY, or USDZ) and they drops into your room (maintaining the original coordinates). You walk around them, you can rotate the parts with your hands, slice them open on any axis to check wall thickness, and place measurement points directly on the geometry.

The feature I’m probably most proud of is Best Fit / ICP deviation analysis - you can overlay two models (say, a scan vs. the original CAD, or two design revisions), auto-align them, and get a color-coded map showing surface deviation in millimeters. Useful for QA, scan-to-CAD validation, or just seeing what changed between versions.

Other stuff in there: per-model transparency (see through assemblies), measure tool, save/recall camera views for reviews (bookmarks), screenshots with markup tools, SharePlay for reviewing models together remotely (beta).

It’s free on the App Store: https://apps.apple.com/app/3d-spatial-viewer/id6772415051

Built it solo, so I’d genuinely appreciate any feedback — bugs, missing formats, workflow annoyances, anything. Happy to answer questions about how it works too.

u/DrSquall86 — 4 days ago
▲ 6 r/vrdev

We're sharing a few new screenshots from Shard Wars, our VR sci-fi strategy game. As development continues, we're steadily refining the visuals, controls, and gameplay.

u/Few-Platypus5565 — 3 days ago
▲ 28 r/vrdev+6 crossposts

We Tested Our VR Skateboarding Game with World Champions. Now We're Opening the Same Track for a Public Playtest.

We're making BOMB THE HILL, a VR downhill skateboarding game.

A few weeks ago, we tested it with real downhill world championship riders on a dedicated challenge track. Now we're opening that same track for our first public Meta Quest playtest (July 1-5).

If you're a VR developer, we'd really appreciate your feedback, especially on locomotion, comfort, and the overall feel of the game.

If you'd like to join, here's our Discord:

https://discord.com/invite/tpCGpqC6Ne

u/pokodzima_games — 4 days ago
▲ 22 r/vrdev+2 crossposts

You may have seen these big boy statues in our VR wizarding game, here is what they are for

If you have seen the big boy statues in our VR arena, the video shows their purpose.

Curious to hear what you think.

Join us on r/DiscoveryOfMagic for more updates.

u/hlysias — 5 days ago
▲ 10 r/vrdev+1 crossposts

PICO Engineers @ AWE 2026 on what excites them most bout project SWAN

Team PICO was in attendance at AWE 2026, a massive XR + AI event that took place July 14-17th in Longbeach, California.

The topic of AI and enhanced developer tools was popular and all sorts of thinkers were discussing how to best build from scratch or migrate existing experiences to a completely new immersive environment.

If you are interested in being a part of a project SWAN user test, respond in this thread!

u/Dorazion — 5 days ago
▲ 131 r/vrdev+1 crossposts

Working on a vr mystery fleshpit surveying game that uses gtag locomotion

u/OneSnow6727 — 6 days ago
▲ 5 r/vrdev+4 crossposts

Looking for VR Developer Co-Founder for a "Cozy Tech" Spatial Experience (Equity/Partner)

Hey everyone,

I’m looking for a passionate VR/XR developer to partner with on a unique, highly marketable spatial project called "Life on the Water."

The concept taps directly into the growing "cozy tech" and digital relaxation market—giving users an authentic, immersive way to completely unwind and travel the world from home. Think passive, beautifully rendered environmental simulation blended with curated audio, local culture, and high-quality utility features.

What I bring to the table:

Full conceptual design, flow, and UI/UX storyboarding.

A clear, structured business and monetization strategy.

Handling 100% of the content pipeline (writing scripts, hiring and managing regional voice actors, sourcing royalty-free audio/music).

Handling marketing, community building, and pitching for developer grants (like Epic MegaGrants).

What I’m looking for:

A technical co-founder who works in Unity or Unreal Engine, ideally with experience handling 3D environments, physics, or working with spatial data APIs.

I’m looking to build a quick, 5-minute prototype loop of a single location to showcase the core mechanic and use for a concept trailer. Because I want to protect the unique features and monetization plan, I’ll ask to hop on a quick mutual NDA before pulling back the curtain on the full pitch deck and storyboards.

If you love the idea of building a relaxing, high-end experiential app and want a dedicated partner to handle the creative execution and business side, drop me a DM or comment below with a link to some of your work!

reddit.com
u/Ok_Fruit_8114 — 4 days ago
▲ 1 r/vrdev+1 crossposts

AI-Powered VR Characters with Actions [Unreal Engine VR Tutorial Shared in Body]

Hi everyone,

Making this post on behalf of the Convai team (this is my second post here), so I wanted to share something practical for VR developers.

The workflow (YT link) below helps you bring AI characters to Unity and Unreal Engine VR projects. They can hold natural voice conversations, understand scene context, and respond in real time.

With Convai's updated Actions system, these characters can also navigate the scene, follow the player, trigger animations, and perform simple behaviors inside the virtual world, fully out-of-box.

The workflow can be used to build VR training simulations, digital twins, onboarding experiences, virtual guides, interactive companions, and other immersive 3D applications.

Unreal Engine VR tutorial for anyone who wants to test this workflow inside a VR project:
https://youtu.be/rUTrXkH1wfg

Get started:
https://convai.com

Convai Unreal Engine Plugin:
https://www.fab.com/listings/ba3145af-d2ef-434a-8bc3-f3fa1dfe7d5c

Convai Unity Plugin:
https://assetstore.unity.com/packages/tools/behavior-ai/npc-ai-engine-dialog-actions-voice-and-lipsync-convai-235621

I don’t want to spam here, so please do let me know if tutorials like this are useful and I’ll share more implementation-focused VR character content going forward.

u/Western_Bug_5085 — 6 days ago
▲ 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?

reddit.com
u/MelcherStudios — 5 days ago
▲ 11 r/vrdev+1 crossposts

Roundnet VR: Looking for beta testers for Spikeball-inspired VR game!

Hi all!

My name is Eli - my buddy Sawyer and I are avid Spikeball players who also make VR games.

We built a game in Unity for (currently only) Quest headsets called Roundnet VR, and now we're looking for people who have headsets and are interested in helping us make our game the best it can be!

We've put together this google form so we can reach out to those of you who'd like to get on our beta testers list: https://docs.google.com/forms/d/e/1FAIpQLSd1VeNdqL5xkuM_8IZxoZrd72wg3C1J5TC0SUvX1mGhNf1k8A/viewform?usp=dialog

Also, if you're interested in chatting with us and learning more about the project, please feel free to join our discord: https://discord.com/invite/8qnbpjvkB

Here's a link to our website as well :) https://vrspikeball.com

u/IKantExplainItToYou — 7 days ago
▲ 33 r/vrdev

Finally made a decent, Quest-friendly water shader for my fishing game

u/astro_domine — 9 days ago
▲ 8 r/vrdev+6 crossposts

Leadwerks Summer Games tournament begins

Hi guys, in this week's live developer chat we are kicking off the Leadwerks Summer Games Tournament. Participants have 30 days to create a simple playable game (with Lua or C++) and upload it to our website. Instead of a competition, this is a co-opetition. Everyone who participates gets a prize in the mail. 😃

We also played through the free game Exit: Underground and took a sneak peak at some of the plans for development in Leadwerks 5.2, including fast software raytracing and moving our VR backend to OpenXR.

If you are interested in participating in the tournament, you can pick up the Lua-enabled Leadwerks Game Engine 5 with a discount during the Steam summer sale.

youtube.com
u/MichaelKlint — 7 days ago
▲ 2 r/vrdev+1 crossposts

Physics Collision Jittering in Unity. Help please!

I see a wiered jitter, long after the shot has taken place. I have already tried different collision detection setting (Continuous/continuous dynamic) I would really appreciate if somebody could help.

u/Many_Product_9016 — 11 days ago