Meta VR Developers @MetaVRDevs
Build at the forefront of VR: Unlock new possibilities by bringing your apps and experiences to life on Meta VR. developers.meta.com/horizon/ Joined May 2017-
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"It's a human who has to put on the headset and see if your interaction is natural or not." That's @AshrayPai answering a question about agentic tools from Meta developer advocate @Dilmerv in episode 1 of Unscripted, our new series where a developer and a Meta developer advocate candidly take turns answering questions about building on Meta platforms. In this episode, Ashray and Dilmer shared how they use agentic tools to accelerate VR development. Scaffolding, SDK and package setup, debugging and test runs all go to Ashray's agents. Comfort and interaction quality stay with him, in the headset. He sums it up as anything that needs testing can go to an agent, and anything that requires judging needs a human. Watch episode 1 to hear how both of them use agentic tools in their day-to-day workflows and stay tuned for more episodes 👉 bit.ly/4k1BdLC #MetaVR #MetaVRGlasses #DevTools #AICoding
Le Dino Labo started as a three-week prototype for last year's Meta VR Start Developer Competition. It earned an honorable mention, and now it's a 4.8-star game on the Store 👉 bit.ly/4dP3IbA Yours could be next. Enter this year's competition by Nov 18. Register now 👉 bit.ly/47N8weh #MetaVR #MetaQuest #MetaVRGlasses #DeveloperCompetition
New in Immersive Web SDK 1.0: your coding agent can now run and test your app itself, either in the desktop emulator or on a Meta Quest connected to your computer. It finds the slowdowns your users would hit before they do. Start building with IWSDK 👉 bit.ly/4ztqsGh
Before you adapt your game for hands, decide whether it's a fit. Speed plus precision, thumbstick-style control, and simultaneous actions all raise the cost of the port. This lesson and others are now available for developers on Meta VR Academy 👉 bit.ly/4hYPdTW
Direct or indirect interaction? It's the first call you make in a hands-first VR game, and it decides how the whole experience feels. Pick wrong and your game is tiring to play, even when it technically works. Learn more with the “Building Your First Game for Hands” interactive course, now available for developers on Meta VR Academy 👉 bit.ly/4yEoqmN #MetaVR #MetaVRGlasses #MetaQuest #VR #VRDev
If you build for the web, you can build for Meta VR. With the Meta template for v0 by @vercel, describe an idea, deploy it, and open it on Meta Quest today. It's ready for Meta VR Glasses too, with gaze and hand input built in. See how it works 👉 bit.ly/4yf49n1
@TheGabmeisterX Love the progress! Keep going 🚀🕶️
A racing game with AI opponents. A hand tracked garden on your table. A 2D to 3D scanner. All prototyped in minutes at Meta Connect. 🚀 Install Meta VR CLI to start building for VR with AI 👉 bit.ly/4yBTGTx Watch VR sessions from Meta Connect 👉 bit.ly/4jLko7r
@RtoVR This is impressive, congratulations! Thank you for keeping the world informed about all the advancements in XR! 🚀🕶️
Building a hand-first VR experience? Let’s talk movement. 🙌 Take a look at this breakdown of locomotion for hand-first experiences.
Here’s a question I’ve been getting a lot recently: How do you move around in VR without controllers? 🙌 𝗧𝗵𝗮𝘁’𝘀 𝘄𝗵𝗲𝗿𝗲 𝗹𝗼𝗰𝗼𝗺𝗼𝘁𝗶𝗼𝗻 𝗰𝗼𝗺𝗲𝘀 𝗶𝗻. It’s simply how we move through a virtual world, even when our physical space is limited. For hands-first
Join Felix Zhang (Tech Lead, Immersive Web SDK) for a Live Build Session: 0 to VR in 45 mins using agentic tooling + 15 mins of live Q&A.
@scobelverse This is looking very good! Great to see you building for Quest 3!
Want to speed up your XR development? 🥽⏩ Meta Developer Advocate, @Dilmerv, shares 3 key ways to optimize your workflows using the new Unity CLI - from instant code evaluation to faster Quest builds and performance profiling. 🔗 Read the full guide: on.unity.com/5CLITips_Blog #Unity | @MetaHorizonDevs
Desktop simulation can test behavior, but it can't measure frame time on a headset. With Immersive Web SDK version 1.0, an agent can play your app on device, profile it, fix any drop, and replay until it holds your frame rate target. 🧠 Point your agent here and start building 👉 bit.ly/4hWE6Mi
Well, no time wasted! I’ll be doing a live, hands-on tutorial on Unity’s YouTube channel showing what it’s like to build for Meta VR Glasses. More details below 👇
Curious about building for Meta VR Glasses? 🥽 Join us live with @MetaHorizonDevs to explore what Meta VR Glasses means for creators, see live Unity demos of its capabilities, and learn what Day One support from Unity means. 📅 October 1 | 9am PT / 12pm ET / 5pm GMT 🔗 Set
@GregMadison @Dilmerv We are extremely curious! 👀
Ok, if you’re NEW to VR, AI, or Wearables development, watch this video! It’s beginner-friendly, and I walk through many of the tools and SDKs we provide for building with Meta, including Unity, Unreal, DAT/Web Apps, WebXR, & agentic workflows. If you have additional questions, don’t hesitate to drop them below! 👇
Over the past 3-4 weeks, I focused on creating a live demo for the Meta Connect Developer Keynote. When the team asked me to do this with AI, my first reaction was, “How am I going to pull this off on stage?” 😅 Then I got to work. I’ve been building so many games and prototypes that I had a pretty good idea of how to approach it. Well, I don’t want to spoil it, but here’s the full live demo showing how I built a Mini Golf game that’s ready for Meta VR Glasses! It uses v207, hand tracking, and gaze interactions, and I relied quite a bit on Meta XR Simulator for rapid iteration. 👇
Special thanks to the developers who joined us to chat at Meta HQ! 🙌 @lenslist @JaimePichardoG @htorrendell @JoyReignVr @jdunrrp @AndyFidel_ Amy Erz Hyunseok Hwang
This is what Meta Connect felt like from the floor. 🎥 And this is where you pick up what they learned: every developer session on demand, plus recap blogs and documentation to start building for Meta VR Glasses. 👉 bit.ly/4xRPEVO #MetaConnect
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