Developing for VR in 2020 — A Beginner’s Guide

Gerald McAlister
6 min readJul 17, 2020

I’ve seen a lot of folks asking about how to get started developing for virtual reality in 2020, with a particular focus on those who have never dove into it before. As someone who has been developing for VR for nearly 7 years now (and AR for just over 10), I figure I can help provide some perspective on this. For this Story in particular, I’m going to focus on 3 main things:

  1. Lowest Cost — Developing for VR can add up in costs very quickly, so I want to help folks to figure out how to keep these low to make it as accessible as possible.
  2. Publishing Now — Some platforms for VR (such as the native Quest store) don’t allow for people to publish what they build right now without being approved. I think that publishing what you build is essential however, so this Story will focus on platforms that you can publish on immediately.
  3. Future Proof — While things in the VR industry are changing rapidly, you still want to try and future proof yourself for development as much as possible. You don’t want to find out that in a year from now, your entire development setup is now obsolete for example.

Buying a Headset

There are a lot of options for VR headsets today, and buying the right one can really make or break your development process and platforms you can target…

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Gerald McAlister

Software engineer, hardware tinkerer, focused on VR, AR, AI, & Web3. I write about whatever crosses my mind, but try to focus on business vs tech vs philosophy.