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New Participant
October 4, 2026
Question

Just signed up for the start program and the hackathon on devpost! I have a few questions.

  • October 4, 2026
  • 3 replies
  • 78 views

How would I get started on developing for Quest 2 on macOS? I know I could probably shove this into an LLM such as Muse or something else but I would rather ask it here. Last time I tried to dip my toes into VR I was on Windows. I know things are a bit different on the macOS side of things, any macOS developers out here?  I wanted to make a Unity-based game as I have used Unity before and I'm a bit more familiar with Unity's version of C# over Unreal's C++.

I noticed the challenge page encourages people to develop for more hands-based and/or sit-down experiences, but can I still create a game or an entertainment application that's still has controller usage or do I need to be hands-first above all else?

If I develop a hands-based application, should I target Quest 3S and higher? I only own a Quest 2 at this time. I know the Quest 2 can do hand controls but I remember seeing the Quest 3, Pro, and 3S all do hand-based controls significantly better due to either additional cameras and/or additional processing power (mainly from the Quest 3/3S).

Could I integrate a specialized variant of Muse within a Gaming or Entertainment application? Like I would have Muse to guide people throughout my game (such as being an interactive map, being an inventory tracker, or doing in-game tasks for the player while they work on something else), or is this not allowed/isn't available at this time?

Can I make the game available on other platforms after the competition?

Thanks!

(Also, if anyone is curious, and if it hasn't changed yet on the forum side yet, my name is the (incorrect) phonetic spelling of "Tony")

3 replies

New Participant
October 6, 2026

I’d say don’t overthink the hands-first requirement, if the game is fun and uses controllers, I’d still go for it and just make the interaction feel natural in VR. Unity on macOS should be a reasonable starting point, and for the Muse integration and Quest 2 compatibility, I’d definitely double-check the current hackathon rules since those details can change.

subpixeled
New Participant
October 9, 2026

I'm developing on a Mac, a native from scratch game, and the Quest tooling works just fine. I'm using Codex to set up and maintain the build pipeline, and it basically one-shot the setup just fine, all the way to deploying over adb and pulling logs. There should be nothing holding you back in that department!

If you're interested in game engines, Unity works just fine on a Mac too, and apparently has great Quest support.

DevBrain
Up and Coming
October 9, 2026

Hey Tony! Welcome to Start! 👋

I'm one of the Start mentors and also a Unity VR developer. Happy to help with some of these!

  1. You can definitely develop for Quest on macOS using Unity! Just make sure you install Android Build Support and the Meta XR SDK. The main difference is that you won't have Meta Horizon Link like on Windows, but you can still build and test directly on your Quest.
  2. Controllers are absolutely fine as an additional input method! Just keep in mind that hand tracking needs to be fully supported for this competition. So players should be able to enjoy the entire experience without controllers.
  3. I'd say start with your Quest 2! It supports hand tracking, and you can get pretty far with it. Of course, testing on Quest 3/3S would be great, but I wouldn't let that stop you from getting started.
  4. I actually like this idea! An AI companion helping players navigate or interact with your game could be really interesting. I'd look into the Meta Model API and Muse Spark, although I'd double-check the current API availability and competition requirements before committing to it.
  5. Yes, you retain ownership of your game! You should generally be able to publish it on other platforms afterward, as long as you follow the relevant licensing terms.

Looking forward to seeing what you create! 🚀