Japan, here we go! 🇯🇵🚀
I’m heading to Unite Tokyo on November 17! Really excited to meet Japanese Unity & XR developers and learn what everyone is building.
We’ll also be running a hackathon after the event focused on Meta VR Glasses!
Can’t wait to build together!
VR is not dead, nor do I believe I picked the wrong niche. To me, we’re just getting started!
Yes, there are things that haven’t worked well in the past, but without learning from those experiences, how can an ecosystem improve? How can hardware get better?
Focus on the good! I truly believe this next wave of VR/MR devices will shape our future like never before! 🚀
I’ve learned that some of the best opportunities come from things you build simply because you’re passionate about them.
Don’t underestimate that small side project you’ve been working on (I’ve more than 900 on GitHub 😆) honestly, you never know where it might lead! 🚀
All, here’s a cool Meta VR CLI tip! 👇
Building for Meta VR Glasses but only have a Quest 3/3S?
You can simulate the narrower field of view directly on your headset!
Run:
metavr device fov-sim enable
Great for testing UI visibility and content placement before the glasses arrive!
I just submitted Cubiques to the Meta VR Developer Portal! 🚀🎉
My original iOS puzzle game is coming to VR and Mixed Reality.
- 70 handcrafted puzzle levels
- Pinch, hold, and trace across multiple tiles
- Path previews to plan your next move
- VR environments and MR passthrough
- Floating and real-table placement
- Move, rotate, and resize your board
- Minimal menus with poke, ray, and gaze-and-pinch controls
- Five board styles and four environments
- Achievements, leaderboards, and saved progress
- Soft shadows, completion effects, and seven music tracks
One step closer to sharing it with you!
XR devs, never forget the excitement of building something simply because you thought it would be cool!
Not every prototype needs to become a product. Not every experiment needs to make money.
Sometimes the greatest reward is discovering something new and enjoying the process. 🙌
Curious how I achieved the basketball collisions w/ real-world surfaces in Arcade Hoops? 🏀
I used MRUK’s EffectMesh in Unity w/ Add Colliders enabled!
Few useful features:
- Generates colliders from room geometry
- Filters surfaces using semantic labels
- Hides meshes while keeping physics active
📣 XR devs, only 17 days left to join the Meta VR Start Developer Competition!
Over 4,800 developers have already registered!
Build for Meta VR Glasses ahead of the Spring 2027 launch and compete for $1M in prizes!
Register 👉 start-developer-competition-…
I’ve been experimenting with different pinch grab configurations in ISDK, and here’s something worth trying! 👇
Want to create pinch grab interactions in Unity? Check out the key in the HandGrabExamples scene!
A few things to try:
- Set Thumb and Index to Optional.
- Set all other fingers to Ignored.
- Set Unselect Mode to Any Released.
- Release either finger to let go.
Great for grabbing smaller objects!
XR devs, here’s a quick ISDK tip for today! 👇
Want to support palm grabbing in Unity? Check out the torch in the HandGrabExamples scene!
A few things to try:
- Set all fingers to Optional.
- Grab using just one finger or your thumb.
- Set Unselect Mode to All Released.
- Release all grabbing fingers to let go.
Great for more flexible hand interactions!
A small reminder to all developers: there was a time when you didn’t know how to do the things you do today.
Honestly, think about that for a moment.
Every challenge you overcome becomes something you’ll eventually look back on and realize how much you’ve grown.
Keep going!
I’ve learned that some of the best opportunities in my life came from doing things I was absolutely terrified of doing.
Public speaking, sharing my work, learning something completely new.
Don’t wait until the fear disappears. Sometimes you just have to go for it!
One thing I pay a lot of attention to when building MR games is onboarding, especially with hand tracking!
Where I place the gameplay, how I introduce interactions, and how easy it is to get started.
It’s important for players to know exactly what to do, feel comfortable with the interactions, enjoy the experience, and ultimately keep coming back!



