Post your prototype here. What feedback is worth asking for
If you want useful feedback rather than politeness, how you ask matters more than what you show. Say what stage you are at. "Rough greybox, testing whether the core …
Ask the question you are stuck on, show the project you are building, and help someone else ship theirs. Unity, VR and AR, UI, AI, art and monetization. Answered by working developers, not a support queue.
Every thread here is a real problem with a real answer. Pick a topic, or just post and someone will point you at the fix.
If you want useful feedback rather than politeness, how you ask matters more than what you show. Say what stage you are at. "Rough greybox, testing whether the core …
If you last looked at mobile marketing several years ago, the mechanics have changed more than the strategy. What happened. Device-level advertising identifiers are …
Both are ads, and treating them as interchangeable is how a game with decent numbers becomes a game people uninstall. Rewarded ads are opt in. The player chooses to …
Navigation is usually one of the first things to show up in a mobile profiler once you have more than a handful of agents. Do not recalculate every frame. Most agent…
Texture memory is usually the largest single cost in a mobile or standalone VR build, and most projects set resolution by habit rather than by need. Think in texels …
Almost everyone hits this. The model arrives 100 times too big, or lying on its face, or the rig imports with the wrong bone orientation. Scale. Blender and Unity bo…
Most of the players you lose, you lose before they have played properly. Worth treating that first minute as its own piece of design. Get to play immediately. Every …
Designers usually bring a flat-screen UI into VR and it feels wrong immediately. The fixes are mostly about distance and physical size. Distance. Do not put UI close…
Worth deciding early, because it shapes your whole interaction design rather than being a setting you toggle. Controllers give you precision, physical buttons, and h…
If testers take the headset off after five minutes, this is usually why. Comfort is not polish, it is whether your experience is usable at all. Frame rate is not neg…
This comes up on nearly every project that gets past prototype, usually phrased as "should we move to Addressables". Resources is simple and it ships everything in t…
Build size creeps up quietly and then someone notices the download is putting people off. Guessing wastes days, so read the report instead. After a build, Unity writ…
If your app uses the camera, most review rejections come from a small set of avoidable mistakes rather than anything deep. iOS: - NSCameraUsageDescription is require…
Setting aside the hype, here is where teams we talk to are getting real value, and where they are not. Working well right now: - Tooling and pipeline. Batch renaming…
We get asked "how much for a VR app" a lot, and the honest answer is that three things move the number and almost nothing else does. 1. Content volume. Not features,…
Before you start deleting objects and lowering textures, find out what is actually slow. Most mobile performance work we see is guesswork aimed at the wrong thing. E…
This trips up nearly every AR project that starts with "it should just open from a link". What works today: Android, Chrome — WebXR with immersive-ar is properly sup…
This is a free space for people making games. No account needed to read; a free sign-in to post. Three things it is good for: 1. Something is broken and you have bur…