DGS builds standalone VR games for Meta Quest — and the production-grade Unity plugins that make them run.
We design and ship VR experiences, then package the hard-won systems behind them into clean, documented Unity tools other developers can drop into their own projects.
Standalone and co-located multiplayer experiences built natively for Meta Quest, with hand-tuned interaction and comfort.
Production-ready packages under the DGS.* namespace — built in real projects, then hardened for the Asset Store.
A low-latency, UDP-based video pipeline for Unity. Stream a camera or screen from one device to many over your local network — built and proven on Quest 3 standalone.
// Receive a stream and bind it to a RawImage using DGS.Streaming; public class FeedView : MonoBehaviour { [SerializeField] RawImage target; [SerializeField] int port = 8088; UdpStreamReceiver receiver; void Start() { receiver = new UdpStreamReceiver(port); receiver.OnFrame += tex => target.texture = tex; receiver.Begin(); } }
Each one started as a problem in our own VR projects, then became a reusable system. More are on the way.
UDP video streaming over the local network, with multi-stream auto-layout and Quest standalone optimization.
Reusable XR Interaction Toolkit patterns — button animations, snap steps and tool-permission flags from our training sims.
Workflow tools, including a one-click generator for animation-ready, stripped GameObject copies.
A look at the kind of VR and MR systems we design, prototype and ship.
A shared-space virtual-reality trading game with networked sessions.
Cockpit-style VR space combat with shield FX shaders, smooth locomotion, and a recycling debris field.
State-machine driven VR training with guided steps, overlap detection, and tool-type permission logic.
A ScriptableObject-based recording and playback pipeline for authoring reusable in-engine motion.
The engine, frameworks and tooling we reach for on VR projects.
DGS (DGS) is an independent VR studio focused on standalone Meta Quest development and the Unity tools that support it.
We work the full path — from interaction prototypes to shipped builds — and turn the systems we trust into clean, documented plugins for the wider Unity community. Based in Jordan, working with teams worldwide.
Hiring for a VR project, or want a DGS plugin in your pipeline? Send a note and we'll get back to you.