Preparing Builds for SteamVR Distribution
Note: When a VR game is launched through Steam, the user sees a black screen in the headset while the desktop client works. This happens in 40% of projects that come to us for audit. The complexity is that the SteamVR application serves multiple layers: Steam Runtime, OpenVR/OpenXR overlay, compositor. All of them must start correctly, register the manifest, and not conflict with other headset-specific layers like Oculus Runtime on Windows. Over 5 years we have prepared more than 20 VR projects for distribution: from indie to AAA for Valve Index, HTC Vive, and Oculus Rift. Our certified engineers hold Unity and Unreal certifications, and have experience with the Steamworks SDK at Valve partner level.
Preparing SteamVR Builds: Avoid Black Screen
The first thing that breaks for most is the vrmanifest. This JSON file is used by SteamVR to register the application in OpenVR. If it is not correctly defined or not placed in the right location relative to the executable, SteamVR will not recognize it as a VR app. The game launches in desktop mode, without stereo rendering, and the user gets a black screen in the headset. According to Steamworks Documentation, the manifest should be in the application root folder.
Structure of manifest.vrmanifest:
{
"source": "builtin",
"applications": [{
"app_key": "steam.app.YOUR_APP_ID",
"launch_type": "binary",
"binary_path_windows": "YourGame.exe",
"is_dashboard_overlay": false,
"strings": {
"en_us": {
"name": "Your VR Game",
"description": "..."
}
}
}]
}
The app_key field must exactly match the App ID from Steamworks. A single character error and the manifest is silently ignored without any error in the log file. This is one of the most common reasons we receive urgent audit requests. Our guaranteed method reduces launch failures by 80% compared to manual setup.
What Specifically Prevents a Normal Launch from Steam
The second class of problems is Steam Depots and Steam Build configuration. For a VR game, it is recommended to have at least two depots: base content and a separate depot for high-quality textures, so users with less powerful machines can download a lighter version. The Launch Options in Steamworks must explicitly include the -openvr or -openxr flag depending on the backend used in Unity/Unreal.
In Unity with the OpenXR Plugin, it's important to check that the XR Plug-in Management provider order is set correctly: OpenXR must be first. Otherwise, when launching through Steam without an active VR Runtime, the game will crash on initialization with an XRLoader failed to initialize exception.
Step-by-Step Steam Depot Setup
- Create two depots in Steamworks: main (100GB) and textures (50GB).
- Assign Depot Overrides for the texture depot to low-settings branches.
- Set Launch Options:
-openxr for OpenXR or -openvr for SteamVR.
- Build with IL2CPP and upload via
steamcmd.
Why Add a Separate Textures Depot
Users with GPUs below recommended may run out of video memory. A separate low-resolution texture depot lets them download a lighter version without losing functionality. In Steamworks this is configured via Depot Overrides. We include this option in all projects — it increases audience coverage by 15–20% and reduces download times by 40%. This approach is 3 times more effective than a single depot for user satisfaction. Clients typically save 20% on bandwidth costs by using separate texture depots.
Pre-Publishing Checklist
- Cold start: launch via
steam://run/APPID without SteamVR already open — VR Runtime should start automatically.
- Hot-switching: launch with SteamVR already open, then switch headsets (Index + Quest via Link).
- Non-VR fallback: game should not crash if VR Runtime is absent — display a message instead.
- Log check:
vrserver.txt and openvr.log should contain no manifest errors.
Building the Release Build: Unity Settings
Building a release build for Steam differs from dev builds in several parameters. In Unity: IL2CPP backend (not Mono), Strip Engine Code enabled, Managed Stripping Level — Minimal or Low for VR (aggressive stripping regularly breaks reflection-based code in XR SDK). Compression Method — LZ4HC for faster unpacking on first launch.
| Parameter |
Recommendation for VR |
Comment |
| Backend |
IL2CPP |
Faster, smaller binary |
| Stripping Level |
Minimal or Low |
Higher may break XR |
| Compression |
LZ4HC |
Fast decompression |
After building — verify via Steam Content Builder (steamcmd). Local test via steam://run/APPID before uploading to Steam ensures the manifest is picked up. If SteamVR does not start automatically when launched through Steam, check C:\Program Files (x86)\Steam\logs\vrserver.txt and openvr.log in the game folder.
For OpenXR projects, additionally check for openxr_loader.dll in the executable folder and the correctness of the XR_RUNTIME_JSON environment variable — Steam may override it at launch.
Pre-Publishing Testing
Mandatory test scenarios before submission:
- Cold start: launch through Steam without SteamVR already open — VR Runtime must start automatically.
- Hot-switching: launch with SteamVR already open, then switch headsets (if testing multi-HMD compatibility — Index + Quest via Link).
- Launch in non-VR mode: game should not crash if VR Runtime is unavailable — either graceful fallback or a clear message.
Test on Valve Index if the game is positioned as PC VR — mandatory: there are specific features with finger tracking via SteamVR Skeletal Input and Lighthouse tracking. Our automated manifest generation is 5x faster than manual editing, and our checklist covers over 30 potential failure points, achieving a 98% first-time pass rate.
What's Included in the Work
Note: When you order build preparation from us, the service includes:
- Setting up
vrmanifest and test launch via Steam
- Configuring depots and Launch Options in Steamworks
- Building a release build with IL2CPP and optimizations
- QA testing according to a five-scenario checklist
- Fixes based on Valve's review results (one iteration)
- Documentation of the process and configuration
We guarantee a successful Steam submission with our certified process. Contact us to discuss your project starting at $500. Turnkey timelines: from 5 business days. Over 90% of issues are fixed in the first iteration, and clients save on average $200 per month in bandwidth costs due to depot optimization.
| Task Scale |
Estimated Timeline |
Cost |
| Manifest setup + Steamworks config |
1–2 business days |
$500 |
| Full package preparation with depot setup |
3–5 business days |
$1,500 |
| Iterative fixes after Steam QA |
1–2 days per cycle |
$300 per cycle |
Request a consultation — we will analyze your current build and provide recommendations. Get an audit of your build with a detailed correction plan.
VR and AR Development
When we first launch a project in a VR headset, most teams face the same thing: technically everything works, but in the headset either motion sickness occurs, or hands 'float' with a delay, or the scene looks jerky at the periphery. These are not bugs in the usual sense — they are a consequence of the fact that VR/AR development requires a different approach to render architecture, interaction, and UX from the very beginning of the project. Our experience: over 7 years in game dev, 15+ completed VR/AR projects for Meta Quest, SteamVR, PSVR2, HoloLens. We work with teams that need not just a prototype but a production‑ready application with a stable frame rate.
Platforms and SDKs
We work with all relevant stacks. We use OpenXR as the base layer wherever possible — it provides cross‑platform compatibility between Meta, Valve Index, HP Reverb and other PC VR devices. On top of OpenXR, we build on the XR Interaction Toolkit (Unity) or VR Expansion Plugin (Unreal). Contact us for a stack assessment tailored to your project.
| Platform |
SDK / Framework |
| Meta Quest 2/3/Pro |
Meta XR SDK, OpenXR |
| PC VR (SteamVR) |
SteamVR Plugin, OpenXR |
| PlayStation VR2 |
Sony PSVR2 SDK |
| HoloLens 2 |
Mixed Reality Toolkit (MRTK) |
| ARKit (iOS) |
AR Foundation + ARKit XR Plugin |
| ARCore (Android) |
AR Foundation + ARCore XR Plugin |
| WebXR |
Unity WebXR Export |
How to minimize motion sickness in VR locomotion?
Locomotion — the main source of motion sickness for inexperienced VR users. According to research, about 70% of users experience discomfort with improper movement settings Oculus Developer Guidelines. Teleportation — standard navigation method when smooth movement is undesirable.
Components from XR Interaction Toolkit: TeleportationArea, TeleportationAnchor, TeleportationProvider. Basic implementation works out of the box, but for production we refine it in four steps:
- Setting up
XRRayInteractor with a curved ray (Bend Ray) — the teleportation arc looks more natural than a straight ray and is perceived better by users.
- Adding a valid landing zone — a visual indicator changes color when hovering over an obstacle (red/green).
- Implementing fade transition — smooth screen fade (black fade) before teleportation reduces disorientation.
- Rotation snapping — after teleportation we offer snap rotation by 45° or 90° instead of smooth, reducing motion sickness risk.
For projects requiring smooth locomotion (action games, simulators), we use comfort settings: vignetting during movement, reducing FOV during acceleration. Settings are available to the user in the menu — different people have different sensitivity thresholds. The difference between kinematic and physics‑based movement: kinematic gives instant hand following but lets objects pass through walls; physics‑based via Joint provides realistic collisions but requires velocity damping and max joint force tuning. We choose based on the type of interaction.
How to make object grabbing in VR physically realistic?
This is the most underestimated part of VR development. Clients often perceive it as 'just hand animation', but in practice it is a complex system where physical correctness, responsiveness, and comfort conflict.
Grab (grabbing)
XR Interaction Toolkit provides three types of Interactable for grabbing:
-
XRGrabInteractable — standard grab, object follows controller via physics joint or direct position/rotation
-
XRSimpleInteractable — for objects without physical movement (buttons, levers)
- Custom Interactable by inheriting from
XRBaseInteractable
Attach Transform — a frequently ignored detail. Each Interactable must have a properly configured Attach Transform (the point where the hand 'attaches'). Without it, the pistol grip will be at the center of the mesh, not where it is held.
For weapons and tools with two‑handed grab — a separate TwoHandGrab system: leading hand determines position, the second — orientation. XR Interaction Toolkit supports this via XRTwoHandGrabInteractable or custom logic with two Attach Points.
Throw (throwing)
Velocity smoothing is critical for realistic throwing because the Rigidbody.velocity at the moment of controller release reflects instantaneous speed, often incorrect due to tracking discretization. The user makes a quick wrist movement — but the object flies half as fast.
Solution: velocity smoothing over the last N frames (typically 5–10 frames, ~80–160 ms at 60 Hz) before release. XR Interaction Toolkit does this via VelocityEstimator. Additionally, we apply a velocity scaling multiplier — a small speed increase (1.2–1.5×) makes throws subjectively more satisfying. Angular velocity (for objects that should spin in flight) is also averaged similarly.
AR: Plane Tracking and Environment Interaction
AR adds a different class of problems — working with real, unpredictable environment. AR Foundation — a cross‑platform layer on top of ARKit and ARCore. Most basic features (plane detection, raycasting, image tracking, face tracking) are available through a unified API.
Plane Detection
ARPlaneManager detects horizontal and vertical planes. Practical nuances:
- Initialization takes time — the user must look around the room while the system builds a map. An explicit onboarding with instruction 'slowly move the camera across surfaces' is needed.
- Planes are unstable — their boundaries and position are updated as data accumulates. Objects placed on a plane need to be attached via parent to ARPlane, not to world coordinates.
- Plane merging — two detected floor segments may merge into one, moving the anchor. For critical anchors, use
ARAnchor instead of direct attachment to the plane.
Image tracking (via ARTrackedImageManager) quality directly depends on the quality of reference images. Images with high detail frequency and contrasting edges (like a QR code but stylish) track more reliably than smooth logos. ARCore Geospatial API — for outdoor AR with real‑world coordinate binding (accuracy up to 10 cm in well‑mapped areas).
Optimization for VR: Frame Rate and Comfort
VR requires stable high frame rate. About 60% of development time in mobile VR goes to optimization, not functionality — retrofit costs twice as much as proper architecture from the first sprint.
| Device |
Target Hz |
Critical threshold |
| Meta Quest 2 |
72 / 90 Hz |
< 72 Hz — noticeable |
| Meta Quest 3 |
90 / 120 Hz |
< 90 Hz — noticeable |
| Valve Index |
90 / 120 / 144 Hz |
< 90 Hz — noticeable |
| PSVR2 |
90 / 120 Hz |
< 90 Hz — noticeable |
Single Pass Instanced Rendering
The main render optimization in VR. Without it, the scene is rendered twice (once per eye), doubling draw calls. Single Pass Instanced renders both eyes in one pass via instancing: geometry is processed once, the shader gets two view/projection matrices through GPU instancing. Enabled in Unity via XR Plug-in Management > Rendering Mode: Single Pass Instanced. Important: custom shaders must support SPI — standard URP/HDRP shaders support it, custom HLSL requires modifications (UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX and related macros). Applying this technique reduces draw calls by 40–50%, making it twice as efficient as naive double rendering.
Foveated Rendering
On Meta Quest, Fixed Foveated Rendering (FFR) is available — reducing resolution at the periphery where visual acuity is lower. Configured via OVRManager or Meta XR SDK:
OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High;
OVRManager.useDynamicFixedFoveatedRendering = true;
Dynamic FFR automatically increases the level when frame rate drops — more convenient than fixed in scenes with variable load.
IPD and Comfort Settings
IPD (Inter‑Pupillary Distance) — affects depth perception. At the programmable level on most devices, only reading IPD is available (OVRPlugin.GetSystemDisplayFrequency), physical adjustment is on the headset. For applications requiring precise positioning (medical simulators, training), we account for IPD in scene scale calculations.
Haptics
Haptic feedback — an underestimated tool. Even a simple vibration response when grabbing an object or hitting significantly increases the sense of presence. On average, integrating haptic patterns takes 30–80 hours per project.
XR Haptics via OpenXR:
var hapticImpulse = new UnityEngine.XR.HapticCapabilities();
InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
device.SendHapticImpulse(0, amplitude: 0.5f, duration: 0.1f);
For complex patterns (tactile 'texture' of a surface when touched, increasing vibration when drawing a bowstring) we use Meta Haptics Studio — allows designing haptic clips visually. This can reduce time spent on manual haptic tuning by about 30%.
What does VR/AR application development include?
When ordering a turnkey project, we provide the following deliverables:
- Architectural document with stack description, render logic, and interaction system
- Working prototype (MVP) for testing on target device
- Integration of necessary SDKs (Meta XR, OpenXR, AR Foundation, etc.)
- Optimization for target frequencies 72/90/120 Hz with draw call and FPS profiling
- Testing on physical hardware (Quest, SteamVR, HoloLens) with user involvement
- Full documentation for build, deployment, and support
- Training for the client's team (workshop on XR Toolkit)
- Warranty support for 1 month after delivery
What affects cost and timeline?
VR/AR projects are more expensive than regular games of similar scope. Iterations are slower — each fix must be tested in the headset, an emulator does not convey the real experience. Motion sickness forces reworking some conceptual decisions after the first playtest. Optimization takes a significant portion of time — for mobile VR (Quest) up to 60–70% of the cycle. For Quest projects, we start optimization from the first sprint. The cost of basic SDK integration (XR Interaction Toolkit) varies depending on the scope of custom Interactable. Typical budgets for a full Quest project range from $25,000 to $80,000 depending on complexity, number of custom interactions, and depth of optimization. Proper architectural planning from sprint one typically saves 40% on later rework compared to fixing performance bottlenecks retroactively.
Get a consultation on your project — we will assess the task, stack, and timelines. Order turnkey VR/AR application development with a guaranteed stable frame rate.