Meta VR Developers (@MetaVRDevs) header
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Build at the forefront of VR: Unlock new possibilities by bringing your apps and experiences to life on Meta VR.

Joined May 2017
Would your title play better without controllers? Our new guide helps you decide whether hands suit your title and how to adapt and test hands-first interactions. πŸ–οΈ Read it here πŸ‘‰ bit.ly/4BwcS6S #MetaVR #MetaVRGlasses
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Six questions sit between a hands prototype and a hands-first VR game that people stick with. πŸ‘‡ Is it a fit? Direct or indirect? How many gestures? How do you design for gaze? How do you forgive a miss? And how do you know it's ready? Watch all six now on Meta VR Academy πŸ‘‰ bit.ly/3UlkcBy
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NordVPN after 5 months on Meta Quest: β–ͺ️ Lifetime users up roughly 10x β–ͺ️ Monthly actives up ~3.5x in month one, then stayed within ~5% β–ͺ️ Weekly activity held steady Read how @NordVPN turned user workarounds into an official launch πŸ‘‰ bit.ly/4yG3ScU
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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 πŸ‘‰ bit.ly/4k1BdLC #MetaVR #MetaVRGlasses #DevTools #AICoding
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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 πŸ‘‰ bit.ly/4ztqsGh
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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 πŸ‘‰ bit.ly/4hYPdTW
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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 β€œBuilding Your First Game for Hands” interactive course, now available for developers on Meta VR Academy πŸ‘‰ bit.ly/4yEoqmN #MetaVR #MetaVRGlasses #MetaQuest #VR #VRDev
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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 πŸ‘‰ bit.ly/4yf49n1
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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. πŸš€ Install Meta VR CLI to start building for VR with AI πŸ‘‰ bit.ly/4yBTGTx Watch VR sessions from Meta Connect πŸ‘‰ bit.ly/4jLko7r
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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 πŸ‘‰ bit.ly/4hWE6Mi
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