Accessibility 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.113Views0likes0CommentsRetention in Social VR: Why Most Indie VR Games Struggle (And How to Fix It)
So, you built your game. It is FUN. You drive players daily. But most do not come back? When we, indie VR developers, talk about growth, we usually talk about: TikTok / YouTube Store visibility Influencers Launch day spikes But here’s the uncomfortable truth: | Growth without retention is just expensive churn. I had the same issue...And over time, I realized something important: Retention in Social VR is not a metric. It is a campfire. Retention is a Campfire 🔥 Think about a campfire. People gather around it because: It is warm It is safe It is alive It gives them a reason to stay If you stop feeding it, it dies. If there is no structure around it, it spreads and burns out. If it’s too small, nobody gathers. Retention works the same way. Social VR Is Not Just a Game — It’s a Place In traditional games, players chase wins. In social VR, players chase: Belonging Visibility Identity Status They are not looking for “levels.”-They are looking for warmth. Retention in VR is driven by social capital, not just progression. The Retention Triangle (How You Feed the Fire) Over time, I simplified retention into three pillars, which are the logs you place into the fire. 1️⃣ Direction (Quests & Challenges) When a player logs in, they should immediately know: “What do I do next?” If your spawn area says nothing…The fire weakens. Direction means: Clear daily goals Short-term progress Visible next steps Daily challenges are not “gamification.” They are fuel. Without small logs, the fire fades. 2️⃣ Identity (Badges & Visibility) Badges should not track progress. They should broadcast who the player is. In social VR: Cosmetic visibility > invisible XP Titles > hidden levels Social proof > private stats When players can show who they are, they protect their place in the circle. Identity makes the fire meaningful. Without identity, it’s just heat. 3️⃣ Rhythm (Live Ops & Weekly Anchors) Retention dies when time feels flat. A strong campfire needs regular fuel. Strong social VR games create rhythm: Daily resets Weekly rotations Limited-time cosmetics Community events Rhythm keeps the fire alive. A game without rhythm feels abandoned — even if it isn’t. The Stone Circle (Systems & Moderation) A campfire without stones spreads. A community without structure collapses. One of the biggest mistakes indie VR developers make: Moderators added too late Events built too late Systems implemented after chaos Unmoderated growth = chaos. Chaos = churn. Systems protect retention. The Social Layer Multiplier Here is where it gets powerful. When players see: Creator tags Event hosts Ranked titles Rare cosmetic holders They don’t just play. They aspire to sit closer to the fire. Aspiration strengthens the circle. And that is when retention becomes natural. What I Changed in My Own Game In my own social VR game, I realized: | Fun mechanics were not enough. So I focused on strengthening the fire: Visible daily challenge boards Public tech tree branches Social nameplate titles Weekly mode rotations Creator spotlight systems Not more content, but more fuel. Retention Is a Design Philosophy You don’t fix retention with a patch. You design your world like a place people want to gather around. You build: Direction Identity Rhythm When those three align, players don’t just visit your game. They sit down. They stay. They return. Final Thought When a player logs out today… Does your campfire still feel warm? Or does it go dark? If the answer is not obvious, your retention system isn’t strong enough yet. — Tevfik Ufuk Demirbaş VR Entrepreneur & Developer & Start Mentor52Views0likes2Comments🎥 Fast Essentials: Turn Your Game Into a Content Machine
Without the right capture strategies, your gameplay footage might not be showing your app in the best light. Join Start Mentor Tevfik as he breaks down how to use the LIV Camera Mod to capture cinematic angles and social-ready footage. Stop struggling with raw headset crops and start generating the high-quality content you need for TikTok and YouTube. Join on Zoom122Views0likes1CommentAsset can't find texture and I can't open a ticket through my dashboard.
Hey! I have the problem, that I wanted to open a ticket through my dashboard: Team -> contact us. Then it says go to your team and contact us for developer support. Mh. I have a Problem with my texture. I can upload it (checked its correct) with Material "Image_Masked" Picture is Image_BA and the FBX. It always says "Did not find a Material to be use with Image_BA.png Texture". I uploaded the texture again through edit. Now its showing a preview but still the error. This happens when I try to upload my asset through the Dashboart under assets. (Macintosh). I tried it trough the editor on my gaming pc windows laptop, this worked!!! After hours. I would love to open a ticket, but as I mentioned its saying I need to do it from my dashboard what I did... I cant submit any ticket. Vanessa PS: Sorry I couldnt even uncheck the tag store here.21Views0likes1CommentError while making a purchase: Feature unavailable
I can't purchase anything on the Meta Store anymore. It used to work just fine. My last successful purchase was on January 11. But then it just stopped working and whenever I try to buy anything, I get an error message: "Feature unavailable Your request could not be completed. This feature is currently not available to you. Please try again later." I already contacted support and have an open case, but I've been having back and forth with them for a week now and nothing they do seems to help. It's the same on all devices: headset, phone, pc. The same with three different payment methods. No restarting, clearing cash, fresh logins, incognito mode, vpns. Nothing works. Support said they had made some changes to my account and now it should work, like three times. And to make sure changes apply to wait 24 hours. Again I did that and nothing helped. I found threads on reddit and here with the same issue, and nothing seems to work, and support couldn't help in any case. So, I've bought my meta headset in the store, and I can't just buy games anymore? What should I do?137Views0likes15CommentsBuilding the Foundation of a Social VR Game — Movement & Multiplayer in Baby VR Episode 2
So, I’m building Baby VR — a social VR game that I’m developing with the community on YouTube. In the first episode, I talked about where the idea came from and what kind of social sandbox I want Baby VR to become. But before we touch things like game modes, cosmetics, progression, or monetization, there’s something much more important we need to build first: The foundation. Movement and multiplayer. If these two systems aren’t solid, nothing else in a Social VR game really matters. So in this post, I’ll walk you through how I’m structuring Baby VR’s technical core — from modular architecture to Gorilla Tag–style locomotion and real-time networking using Photon Fusion. Let’s dive in. WHY FOUNDATION COMES FIRST In Social VR, players don’t just control a character — they are the character. Every movement, every hand gesture, every head turn becomes part of how other players perceive you. That means two things need to feel perfect from day one: * Locomotion — how you move through the world * Networking — how other players see you move in real time Everything else — game modes, progression, stores, and live events — is built on top of these systems. THE MODULAR ARCHITECTURE (FLAMECORE) Baby VR is built using a modular system I call FlameCore. Instead of one giant, tangled codebase, the game is split into independent modules, where each one does a single job. This makes the project: * Easier to build * Easier to maintain * Easier to scale over time Think of it like LEGO blocks. You can swap, upgrade, or rebuild parts without breaking the whole system. THE 5 CORE MODULES Here’s the high-level structure: * Core Module: Locomotion, VR Interactions, player rigs *Networking Module: Multiplayer sync, player authority, sessions * Gameplay Module: Game modes, rules, sandbox logic * Backend Module: Economy, store, platform services * LiveOps Module: Challenges, analytics, moderation, live events Social VR isn’t just a “game” — it’s a live service, which is why LiveOps is treated as a first-class system, not an afterthought. LOCOMOTION — MOVING LIKE A PLAYER, NOT A CONTROLLER Inside the Core Module, Baby VR uses Gorilla Tag–style arm locomotion.This system is based on an open-source project from the creator of Gorilla Tag, and it changes how players relate to the world: You don’t press a joystick to move You push against the environment You climb, swing, and launch yourself physically This creates what I like to call somatic progression — players don’t “level up” their character. They level up their own coordination and skill. For a social sandbox, this kind of movement makes every interaction feel more personal and more expressive. MULTIPLAYER — HOW SOCIAL VR ACTUALLY WORKS Every player in Baby VR exists as two representations: HardwareRig (Local Player) This is the version of you that lives only on your computer. It reads directly from your VR hardware: headset position, controller positions, and hand movement. Its job is simple: read reality. NetworkRig (Online Avatar) This is the version of you that everyone else sees. It syncs your movement across the network and represents you inside the multiplayer session. Its job is also simple: show reality to others. THE DATA FLOW Here’s the full loop: * You join a Photon Session (the game room) * Your HardwareRig reads your VR hardware * That data is packaged into custom network data * Your NetworkRig sends it to the session * Photon Cloud broadcasts it to all players * Other clients update your avatar in real time The key concept here is State Authority. You only control your own NetworkRig. Other players’ NetworkRigs are read-only on your machine. This prevents conflicts, keeps the simulation stable, and ensures everyone stays in sync. Your head and hands follow the exact same logic — they’re just smaller versions of the same pipeline. META STORE RELEASE CHANNEL To make this truly community-driven, I’ve opened a Meta Store Release Channel. Join here. This lets you access early builds, test experimental features, and see Baby VR evolve step by step. If you join, you’re not just a player — you’re an OG tester helping shape the game from the ground up. CLOSING THOUGHTS This episode — and this post — is about one thing: Understanding how Social VR actually works under the hood. Movement and multiplayer aren’t just features. They’re the language players use to express themselves in virtual worlds. In the next episode, I’ll start building on top of this foundation — VR interactions, sandbox systems, and game modes designed for controlled chaos. If you want your ideas to turn into features, leave a comment, join the builds, and be part of the process. Let’s build Baby VR — together. 👶🚀 -Tevfik52Views0likes0CommentsHorizon Feed being replaced by Navigator starting in v85
As announced during Connect, we’ve been testing Navigator and will ramp up the rollout later this year, starting in v85. As Navigator rolls out, we’ll also begin gradually sunsetting the Horizon Feed in VR. What’s changing Navigator will become the default landing experience when users turn on their headset. Navigator brings experiences, friends and settings together in one place. As part of this shift, we’ll be sunsetting the Horizon Feed in VR. How Navigator improves the user experience Navigator is designed based on feedback from developers and users to make it faster and easier to jump into the experiences people love: All-in-one access: Quickly access experiences, friends, and settings from a single place. Faster return to apps: The App Library is front-and-center on cold boot, making it easy to jump back into pinned and recent apps. Streamlined discovery: The Store is pinned at the top for quick access to new apps, helping users discover something new with less friction. More seamless exploration: Overall navigation is simplified to improve the end-to-end user journey in VR. What the removal of Horizon Feed in VR means for developers The Horizon Feed in VR is not a high-intent surface, and users often see it without a specific intent to browse or purchase apps. Because of that, it historically has not driven strong entitlement conversion, and we don’t expect significant revenue impact for the vast majority of developers. With this rollout, we will monitor for any impact to developer revenue and engagement and continue partnering with developers on ways to surface apps to users effectively in the new experience. Our previous guidance on driving app discovery still applies. We recommend reviewing the latest best practices here. New Navigator assets We’ll be introducing new Navigator-specific creative assets in the future. Apps in the Library have a foreground and a background to enable spatialization of the foreground when the user is hovering over the app tile. You don’t need to take action right now. These assets will be optional at first and will be submitted alongside your app’s metadata. Be sure to refer to our Meta Horizon Store asset design guidelines for the most up to date best practices. The Navigator will utilize your existing Cover Square asset as the spatialized foreground element on hover today. Thank you for continuing to build for Meta Quest. We’re excited about how Navigator will help users find, return to, and enjoy your experiences.4.5KViews5likes0Comments