Inspiration
I have been fascinated by music visualization since the days of Winamp. I always dreamed of creating my own. I thought with VR it would be a chance to make music visualization even more immersive.
What it does
Local Music Support: Users can load their own MP3s (or other supported music formats) directly from the headset’s internal storage or play the built-in royalty-free tracks. To play your own tracks, copy them to the Quest's 'Music' folder.
Playlist Support: Users can load in their own m3u files.
Interactive Menu System: A floating spatial UI built with the Meta Interaction SDK for selecting tracks and environments.
Four Distinct Visualizers:
The Bar Visualizer: A high-speed tunnel where frequency bars rush towards the player.
The Lava Visualizer: An organic, ray-marched liquid sphere that boils and distorts based on audio intensity.
The Sea: A procedurally generated ocean where waves are created by the song’s history, featuring a low-poly boat that physically reacts to the swells. Also includes day and night cycles.
Song Sculpture: A static data visualization that maps the entire song length into a glowing cityscape, allowing users to see the structure of the track before they hear it.
How we built it
The project was built in Unity (URP) using C#.
Challenges we ran into
Our initial Raymarching shader for the Lava scene worked on PC but turned invisible on the Quest due to depth-buffer culling issues. We had to rewrite it to be Vulkan/OpenGLES compatible and force disable culling.
Accomplishments that we're proud of
The fact that I can see the sculpture of my favorite song and want to see what my music library looks like in my visualizations.
What we learned
We learned a massive amount about the Meta Interaction SDK, specifically how to handle World Space UIs and Z-fighting issues when using Ray Interactors. We also deepened our understanding of URP Shaders and how to optimize geometry generation for mobile VR to maintain a high frame rate.
What's next for VR Music Rooms
This is just the MVP I want to also add:
7 New Rooms: I am currently planning 7 additional unique environments, including a reactive asteroid field and a fractal tunnel.
Passthrough Mode: Adding Mixed Reality support to project visualizations into the user's real living room.
Polish & Release: I plan to refine the UI, add playlist management, and eventually release this as a full product on the Meta Horizon Store.


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