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VR Sound Visualizer for Meta Quest
VR-native, world-space UI for playback (play/pause/next/loop/mute/settings, etc.)
Six music visualization styles (Sparkles, Fireworks, Waves, Butterfly, Psychedelic/Kaleido, etc.)
Microphone mode (Quest mic, live reactive visuals)
Spatial ambients near bubbles and central music player
Works in Editor (PC/Link) and on Meta Quest 3 (OpenXR, URP)
Unity 6 (6000 LTS) with URP
Packages: OpenXR, XR Interaction Toolkit, XR Hands
Target: Meta Quest 3 (Android, OpenXR, Single Pass Instanced)
Audio: 48 kHz system sample rate
Clone the repo (enable Git LFS).
Open in Unity 6 (URP). When prompted, let Unity upgrade materials.
Open scene: Assets/_Scenes/Soundspace.unity.
Project Settings → Audio
System Sample Rate: 48,000 Hz
DSP Buffer Size: Default or Best Latency
Player Settings → Android
Scripting Backend: IL2CPP
Target Architectures: ARM64
XR: OpenXR (Meta Quest)
Stereo: Single Pass Instanced (SPI)
Mic permission. Make sure Plugins/Android/AndroidManifest.xml contains:
Add bootstrap
using:UnityEngine;
#if UNITY_ANDROID && !UNITY_EDITOR
using UnityEngine.Android;
#endif
public class MicPermissionBootstrap : MonoBehaviour {
void Start() {
#if UNITY_ANDROID && !UNITY_EDITOR
if (!Permission.HasUserAuthorizedPermission(Permission.Microphone))
Permission.RequestUserPermission(Permission.Microphone);
#endif
}
}
Run in Editor (PC or Link): click the Microphone Bubble, then Record.
Build to Quest: first launch will show the Android mic prompt—allow it.
Tap a bubble → enter music mode for that bubble’s playlist.
Tap the Microphone Bubble → show mic canvas; press Record to visualize your own sound.
Settings button → choose visualizer mode; press again to go back.
Home button → exit to all bubbles.
Build instructions (Quest)
File → Build Settings → Android → Switch Platform.
Add Soundspace.unity to Scenes in Build.
Player Settings: see Requirements above (ARM64, OpenXR, SPI, Linear).
Build & Run (USB or Wi-Fi).
First mic use → Android prompt → Allow.
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VR Sound Visualizer
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