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Poly Space VR
An open-source social VR app for up to eight people, with voice chat, shared objects, and an in-headset room editor. Released on the Oculus PC VR store.

I built Poly Space VR from the first prototype through its Oculus PC VR store release, then open-sourced it. It’s a social app for small groups, with voice chat, shared objects, and a room editor you can use without leaving the headset.
Why eight people?
I wanted somewhere to hang out with a few friends in VR. Large public worlds often felt too noisy, and enterprise meeting tools felt too much like work.
I capped rooms at eight people to keep voice, avatar poses, and shared physics manageable on consumer connections. A smaller session that held together mattered more to me than a larger participant count.
Keeping the room responsive
Low-poly models, baked lighting, and GPU instancing kept scene costs down. Photon handled networking for voice, avatar poses, and physics interactions.
Hosts could rearrange a room and swap its contents at runtime using ScriptableObject templates, without writing any networking code. Spatial audio, avatars, and shared objects gave people ways to interact beyond standing in a circle and talking.
Building for hosts
I built the in-headset editor and moderation controls, along with the networking and interaction systems. Keeping those tools inside VR meant hosts could change a room while they were in it.
I also published creator guidelines and ran a monthly submission process to bring community-built rooms into the store build. Open-sourcing the project let educators and hobbyists fork it for their own spaces.
What I kept small
Room size and scene complexity were deliberate limits, because extra visual detail wasn’t worth making a conversation harder to follow.
Poly Space became a place to try changes to networking, interactions, and moderation, then see how they affected a small group. Those experiments gave me practical experience I later brought to larger social platforms.