Viewing Quest Achievements
We're coming up on a year and we still don't have an official way to view and sort the Quest Achievements that we put forth effort unlocking in our massive VR libraries. Developers continue to include them in games as they know it yields extended play sessions and even users revisiting their games to experience every ounce of the hard work they put into their projects. Currently we can only view them in a recently unlocked list in the Meta Horizon Mobile App, and external websites created by Quest users (which are the most useful way at the moment). People didn't even realize Achievements existed because it was hidden in the Scoreboards App, and users hoped for integration into the Profile itself, similar to Steam, Xbox, and PS. Instead, we were left with a misunderstanding of how important Achievements are to the Quest ecosystem. At the very least, could we please get a way to filter by game/in-progress/completed in the Horizon Mobile App? We would love to see them in-headset eventually, but even a small step forward would revitalize our play sessions. 🙏2.3KViews5likes15CommentsMixed Reality with Unity and Meta SDK Test
Hi, I have been developing in Meta Horizon since 2020 and have learned UnityXR/MR. I will graduate with a masters degree in Art and Technology in May 2026. For my final project I will be working on a Mixed Reality interaction for dyslexic learners with hand tracking. I will be applying for the smart glasses grant for accessibility. I've been in education for the past 19 years, teaching students with dyslexia for the past ten years. This video shows my first test. Link and image below. Mixed Reality Test, Quest 3: Mixed Reality Test, Unity and Meta SDK by Tina Wheeler34Views3likes0CommentsAchievements viewer. Anything on the horizon from Oculus?
We are working on a title that will be released sometime in late October. We do have achievements our game that can be unlocked, and the API works fine for that, but my question is: Will there be an Oculus-side viewer for achievements that users can refer to (much like Steam achievements, visible on the Steam client) or does each App have to have their own internal viewer? If any solution will happen past our release date, we will obviously opt for an internal viewer.811Views1like2CommentsI Almost Overdesigned My VR Game to Death
There’s a phase in game development that nobody really warns you about. It’s not the “I can’t code this” phase. It’s not the “I ran out of money” phase. It’s not even the “no one is playing my game” phase. It’s when your own ideas start overwhelming the game. That’s where I found myself recently. I have a Social VR game currently live on the Meta Horizon Store. And this is my story about how design — not bugs — became my biggest struggle. The Dangerous Kind of Productivity After publishing my game (3 months ago), the early months were manageable. There were bugs to fix. Core features to improve. Community expectations were still forming. But as time passed, growth slowed. And I felt stuck. Not because I had no ideas. Because I had too many good ones. New abilities Leveling systems Advanced control modes More immersive camera options Dynamic AI creatures Lore layers Progression trees World events Each one is exciting. Each one is defensible. Each one “adding depth.” And each one is making the game heavier. From the outside, it looked like progress. From the inside, it felt like friction. VR Makes It Worse In VR, every feature multiplies complexity. A new ability isn’t just a new mechanic —it affects comfort, cognitive load, UI clarity, and social balance. A new camera mode isn’t just visual —it changes perception and can introduce motion discomfort. A new progression system isn’t just numbers —it affects motivation, fairness, and retention. Everything touches everything. And when you stack systems without tightening the core, the experience starts to blur. The Subtle Identity Drift The scariest question I had to ask myself was: What is this game actually about? Is it skill-based? Is it social? Is it progression-driven? Is it a sandbox? Is it competitive? Is it experimental? When you add features faster than you refine your foundation, your game slowly loses its center. Not dramatically. Just enough that every new decision becomes harder. That uncertainty is exhausting. The Ambition Trap Overdesign often comes from passion. You care. You want your game to stand out. You want depth. Growth. Surprise. So you build. And build. And build. Until one day you realize you’ve created something impressive… but unclear. Complexity Feels Like Depth — But It Isn’t This was the lesson I had to learn: Depth comes from mastery of a strong core. Complexity comes from stacking. They are not the same thing. A single mechanic refined to excellence will carry a game further than five half-polished systems competing for attention. Especially in VR, where clarity of experience is everything. The Turning Point My shift wasn’t about cutting ideas. It was about asking a harder question before adding anything new: Does this strengthen the core loop? Not: “Is this cool?” Not: “Will players like this feature?” Not: “Will this make the game deeper?” But: Does this make the core experience clearer and stronger? If the answer wasn’t obvious, it didn’t belong — at least not yet. The Real Struggle Isn’t Technical Most developers think the hard part is engineering. In my experience, the real struggle is restraint. It’s saying no to good ideas. It’s choosing focus over ambition. It’s realizing that sometimes your game doesn’t need more mechanics. It needs a sharper identity. The Second Mistake: Retention Here’s something even harder to admit. After refocusing the core, I made another mistake. I didn’t give players a strong enough reason to come back. Clarity alone is not enough. Players need: progression competition meaningful goals something to improve at A strong core gets them in. Retention systems keep them returning. Balancing simplicity and long-term motivation is the real design challenge. If You’re Feeling Overwhelmed If your project feels heavier every week… If every feature you add creates two new design problems… If you keep “improving” the game but feel further from clarity… You’re not alone. You’re not bad at design. You might just be overdesigning. And that’s usually a sign you care. What I’m Learning Simplicity is not a lack of ambition. It’s disciplined ambition. I almost overdesigned my game to death. Now I’m learning that the strongest games aren’t built by stacking ideas. They’re built by protecting the core — and then carefully layering systems that support it. That lesson might be the most valuable part of this entire journey. If you’re building something in VR right now: What are you struggling with the most? Clarity? Retention? Scope? Motivation? Let’s talk.120Views1like0CommentsAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.138Views1like0CommentsNew patented solution how to control full-body avatar movements by Meta Quest 3
Our PAO-XR startup helps to settle associations between the end-user body gestures language and switching different types of full-body avatar movements animations. All associations are stored in the end-user's personal DB on his mobile or desktop device. So entire on-line interaction between the end-user and his avatar demands only a MOCAP device like Meta Quest 3 ( in spite of absence low-body MOCAP) and a standard mobile device. To implement the pilot project, we are seeking partners with developers of their own virtual simulations, focusing on full-bodied avatars controlled by end users (players) using the Meta Quest 3 suite, including mobile apps. For these interested developers, we are willing to invest in the implementation of our technology in their applications. For more details, please see our promo demo on our PAO-XR.COM website.53Views1like0Comments