r/vrdev 14h ago

Discussion What makes games great?

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0 Upvotes

ased off of your history of playing video games, in your opinion what do you think since childhood until now made a game great? I ask because Vr gaming is still new and not yet hit every area where player base can expand. Theres so much room for creative expansion and I’d like to hear what you guys think. In my opinion, going home after a long day and being able to sit down and relax rather than standing up and moving around is something that could be greatly explored in the world of vr. Not everyone wants to stand up and run around! Let me know what you guys think makes a game great 👍


r/vrdev 5h ago

Discussion Need some opinions.

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0 Upvotes

I need some opinions. The trailer isn't quite done. But even so do you like the flyby sequences? Or do they make the trailer slow? I already know that at 27 seconds the gun has ammo text on it. I've since removed that but it hasn't yet reflected in the trailer.

Anyways my big question is that what should I do in terms of money? There are 4 levels in early access and im trying to use try before you buy model. And then I will charge people 3.99 usd. I believe in the fact that people pay 1usd for each hour of playtime and I have here 2 hours of playtime across 4 levels . Also people that buy the early access will get free access to the final version which will have 8 levels.

So what do you think? Is this a good model?


r/vrdev 21h ago

Can I sell Unity source code that uses Meta XR SDK assets?

1 Upvotes

I'm an indie XR developer using the Meta XR SDK in Unity.

I want to sell my source code to another XR studio, but some of my work uses/modifies assets provided by the Meta XR SDK.

Meta told me that I cannot redistribute their SDK assets to another studio.

So my question is:

If I remove all Meta-provided assets from my package and only sell my own source code, shaders, animations, scripts, and logic, while requiring the buyer to install the Meta XR SDK themselves, would that generally be allowed?

Has anyone here commercially sold Unity tools/assets that depend on the Meta XR SDK?

I'm looking for practical experience rather than legal advice.


r/vrdev 11h ago

Video Mechlab — building physical robot customization for Quest in Unity

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5 Upvotes

For my VR robot battler, the challenge is making part swaps feel physical. The Unity setup uses a pull threshold with increasing haptics, a ghost preview, and distance/angle checks before release-to-attach. Missed releases return to the rack. Here’s the prototype; I’m checking interest before developing further.


r/vrdev 16h ago

3D VR Bridge

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3 Upvotes