Meta Quest now officially supports Expo + React Native 🥽 Learn how to add Meta Horizon OS support to your Expo dev builds with the new expo-horizon-core plugin. ♢ Build variants for mobile + Quest ♢ Config plugin to simplify setup ♢ Forked Expo libs for VR (location + notifications) Great post from Software Mansion's Jakub Kosmydel: https://lnkd.in/dZ-j-P66
Meta Quest now supports Expo + React Native. Learn how to add Meta Horizon OS support with expo-horizon-core plugin.
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📌 Loopstudios VR Experience I built Loopstudios VR Experience, a modern web app using React.js to showcase immersive VR creations, products, and events — with a clean, responsive, and interactive interface. Project Overview: A platform designed to let users explore VR innovations through dynamic sections for creations, products, and events, along with authentication for personalized access. I developed the entire project from scratch — implementing routing with React Router, designing the UI using Bootstrap, and enhancing visuals with custom CSS and animations. Challenges: - Ensuring full responsiveness across desktop and mobile devices while maintaining a modern, immersive feel. - Building structured, reusable React components to improve scalability. Result: A sleek, responsive web experience that makes exploring VR both engaging and accessible. Live Demo: https://lnkd.in/gjmDeJGs GitHub Repo: https://lnkd.in/giBC_utQ #ReactJS #FrontendDevelopment #WebDevelopment #UIUX #Bootstrap #VirtualReality #JavaScript #AhmedEhab
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🚀 The AR/VR/MR Revolution Is Here! Android developers — the next big wave of innovation isn’t just about apps, it’s about immersion. 🌐 Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) are reshaping how users interact with digital experiences — and Android is leading the charge. 👓 From ARCore to immersive APIs, developers now have the power to blend digital and real worlds seamlessly. Don’t miss the immersive wave of 2025 — it’s time to start building the future. 💡 Read my latest blog: “The AR/VR/MR Revolution: Why Android Developers Should Not Miss the Immersive Wave” 👉 https://lnkd.in/dDZyznjT #AndroidDevelopment #ARCore #VR #MixedReality #ImmersiveTech #AndroidDevelopers #FutureOfTech #MobileInnovation #AppNucleus
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What if there was a VR UI gallery — a living library that showcases how real VR games solve UI/UX challenges? We already have great databases for flat game UIs that help designers analyze real interfaces, but in VR, that kind of reference barely exists. And that’s a huge gap. When I worked on VR projects, I realized how hard it is to find solid examples of menus, HUDs, and in-world interactions — not just screenshots, but thoughtful breakdowns of how they actually work and feel in 3D space. So I’m exploring the idea of a VR UI Library: a curated collection of VR game UIs, complete with screenshots, clips, and context. You’d be able to filter by interaction style (diegetic, world-anchored, raycast, direct touch), genre, or platform (Quest, PCVR, etc.), and even read designer insights on usability trade-offs. It would be a resource for designers, devs, and researchers — anyone curious about immersive interface design. I’m currently sketching early concepts and curating examples, but I believe this should be a community effort. If you’re passionate about VR design and would like to contribute — whether that’s UI captures, ideas, or feedback. I’d love to connect. Let’s build something that helps the VR design community learn and grow together. #VR #UIUX #GameDesign #XR #ImmersiveDesign #VRDesign
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🌐 Expanding the Possibilities of AR/VR with Flutter! 🚀 Flutter is evolving beyond traditional app development — it’s now unlocking immersive AR and VR experiences through plugin packages and Unity integrations. From interactive learning environments to virtual retail showrooms and immersive gaming, Flutter’s cross-platform capabilities are making AR/VR development more accessible, faster, and visually stunning. With these advancements, developers can now create apps that blur the line between the digital and physical worlds — all while maintaining Flutter’s hallmark speed, performance, and seamless UI consistency. 💡 Whether you’re building for education, entertainment, or e-commerce, Flutter’s AR/VR capabilities open up a whole new dimension of user engagement. #Flutter #AR #VR #AppDevelopment #Unity #Innovation #TechTrends #FutureOfApps
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Beyond the Game: How 'Memoreum' Exemplifies Core Principles of Effective VR Design The VR landscape is maturing, and with it, the expectations of its most dedicated users. "Memoreum," the new title from developer Beloud (comprised of talent from the "Return to Rapture" modding community), serves as an excellent case study in designing for the "Enthusiast" tier of the VR market—a demographic hungry for depth, interactivity, and long-form content. Intuitive by Design: The Power of Tactile Interaction A core success of Memoreum lies in its commitment to tactile immersion. My hands-on experience revealed a world where nearly every object is interactive. The design philosophy is clear: if it looks like you can touch it, you should be able to. This approach, where "everything can be operated intuitively," moves beyond simple gimmicks and fosters a deep sense of presence and agency, which is paramount for user retention in virtual environments. A Multi-Genre Approach to Engagement The game masterfully blends elements of survival horror, action, and puzzle-solving. This isn't just a design choice for variety's sake; it creates a compelling gameplay loop that caters to different facets of player psychology. The cognitive load of solving a complex puzzle is rewarded with the visceral thrill of combat, preventing user fatigue and maintaining a high level of engagement throughout its 10+ hour campaign. This demonstrates a sophisticated understanding of player experience (PX) design. From Modding Scene to Commercial Success The developer's origin in the Half-Life Alyx modding community is a significant industry trend. It highlights how passionate, user-driven content creation can become a pipeline for professional talent and commercially viable products. They understood the nuances of the Source 2 engine and, more importantly, what the core VR community craves: experiences that respect the player's intelligence and fully leverage the medium's unique capabilities. Memoreum is more than just another horror game; it's a testament to the fact that the market for deep, substantial VR content is not only present but thriving. For developers and investors in the XR space, it underscores a crucial lesson: building for the enthusiast community first can establish a brand's credibility and pave the way for broader market appeal. My full video: https://lnkd.in/ePe4F_Yf #Memoreum #VRHorror #VRGaming #SurvivalHorror #SciFiHorror #Quest3 #PCVR #SteamVR #VirtualReality #ReturnToRapture #explorewithquest #QuestCreatorPartner
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I recently designed a VR app aimed at improving reading skills, and I didn’t expect the UX process to feel so different. Here (https://lnkd.in/dz3PzCZK) are a few insights I gathered on how designing beyond the screen differs from designing for traditional 2D interfaces.
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Explore Dundalk Institute of Technology's well-established Masters in Games & XR at their PRISM immersive tech booth. Meet lecturers and students showcasing live VR demos. Learn how this two-year online course, taught by industry experts, equips you to design and develop immersive experiences using VR, AR, and MR technologies. Whether you are looking to upskill your team, get into immersive tech or collaborate on cutting edge research, come along – DkIT would love to connect. VR Demos: “Fashionable & Sustainable: How can virtual reality experience impact purchasing habits?” by Paulina Miskiewicz This VR game begins with a short quiz to profile the player’s shopping habits before transporting them to a virtual shopping district. The player can explore stores, purchase dresses, and watch the environment shift in response to their choices. The experience concludes with a sustainability score and insights into the impact of the fabrics chosen, encouraging reflection on fashion’s environmental footprint. "Endless Walk: An Immersive Nature Experience" by Senan Hughes Endless Walk is an environment experienced passively within Virtual Reality (VR), investigating whether it can have an impact on the Mental Wellbeing of those who lack easy/ regular access to outdoor spaces. A procedurally generated environment that takes the user along a riverside path. Each iteration of the experience provides a new path and environmental features. Register for PRISM today: https://lnkd.in/enx7cuAE
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Back in 1991, long before the Meta Quest headset and immersive technologies, Howard Rheingold wrote the book Virtual Reality where he hypothesized a world where "cyberspace" was a real place that you would be able to visit. Rheingold predicted that millions would interact with virtual worlds on their desktops by 2001. In retrospect, that timeline was overly optimistic, especially given that today in 2025 the Metaverse has yet to entrench itself in day-to-day life and VR gear is still somewhat niche technology primarily used in a gaming context… but Rheingold’s vision clearly extended beyond gadgets. Early on Rheingold asked, if we can be anyone, anywhere, in these virtual spaces, what does that do to our sense of self? To trust? To power? He viewed immersive VR as part of a larger cyberspace phenomenon… a space of shared virtual experiences. And today, whole subcultures live in online games and virtual platforms. Entire economies have formed around virtual goods, with real-world value and real-world consequences and avatars are expressions of identity. While Rheingold anticipated that these new digital environments would reshape society to be more empathetic and just, one modern challenge he didn’t fully anticipate was the anti-social side of hiding behind avatars and online anonymity. His early work didn’t consider trolls or flame wars, but we can connect the dots. VR avatars and online profiles give users a degree of anonymity or detachment, which I think we can all agree has become the scourge of Cyberspace. He also underestimated how tightly the trajectory of these technologies would be shaped by capitalism and the free market. VR didn’t become the communal empathy machine he envisioned. Instead, its growth has been uneven and linked to the cycles of new consumer electronics for Christmas, gaming industries, and corporate platforms. But Rheingold wasn’t totally blinded by the promises of the tech. He imagined both the utopian possibilities and the dystopian risks... community or control, democracy or distraction. And thirty years later, those dualistic challenges are still with us. The overall takeaway in rereading Virtual Reality today is that every new wave of technology is dualistic. It arrives wrapped in possibility and power dynamics. Rheingold believed electronic networks could create real human communities. Indeed, online platforms bring people together across distances, yet they also inherit the old tension between freedom and accountability. Rheingold’s later advocacy for media literacy suggested a possible solution... if users learn to navigate these spaces thoughtfully and critically, we might fulfill the promise of virtual communities while minimizing their darker aspects. I used to believe that, but today I'm not 100% that is possible. He hasn't written anything since 2012, I wonder if he still believes it.
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Spatial design isn’t just for the metaverse, it’s the future of how we experience the web. 🌐✨ With the rise of AR, VR, and spatial computing, digital spaces are becoming less flat and more immersive. Instead of scrolling through content, users will step into it. 🕶️🖱️ From 3D product demos to virtual showrooms and interactive brand environments, we’re moving toward experiences that feel more like walking through a space than navigating a screen. 🚶♀️📲 For brands, that means rethinking how you design for: 🧭 Depth 🌀 Motion 🤝 Interaction Start exploring: → How will your brand show up in a 3D environment? → Can your UX translate to gesture or eye movement? → Is your content ready to live beyond the browser? 📢 The spatial web is coming. Brands who adapt first? They’ll lead. #SpatialDesign #WebDesignTrends #ARVR #UXInnovation #ImmersiveExperience #DigitalFuture #DesignInDC
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🎃 It’s (almost) alive! This Halloween, Omni is announcing a new product we've conjured for developers paving the future of the internet: the Reality Development Kit (RDK), a framework for web-based extended reality. Born from the recognition that the web-based XR ecosystem is currently fragmented, RDK orchestrates XR use cases under one React-first API. RDK's goal is to become the one-stop shop for any augmented reality or virtual reality use case on the web, now and in the future as the spatial internet continues to advance. As part of this initial release, RDK currently supports fiducial tracking: summon 3D objects from trained pattern markers, such as trained barcodes. More powers will awaken soon: face tracking AR, geolocation-based AR, full WebXR support, and more. 🕸️ Open Source (MIT) 🧠 Join our Discord: https://lnkd.in/gKmpwCd7 👻 https://lnkd.in/g7bVCn3g 🪞 https://lnkd.in/gMTTKEFD
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