Inspiration
I’ve been running the Baby Adopter series on mobile for many years, and players often describe it as a calm routine: check on the baby, feed, dress, and do a few quick actions during the day. When I saw the Meta Horizon competition and its focus on multi-panel VR experiences, I wanted to bring that same quiet “check on the baby” loop into VR and let players stand in front of a full 3D baby instead of looking at a flat screen.
What it does
Baby Adopter Dress Up on Meta Quest is the VR version of my babysitting and dress-up game. You see the baby fully in 3D with animations like idle, look around, run, walk, and exercise, with more planned in future versions.
From the 3D Baby Viewer you can open the care actions screen and the feeding screen as adjacent screens around the main view. You still earn points by taking care of the baby and performing actions, just like on mobile, but now the core of the experience is a living 3D character in VR.
How I built it
I started from the existing Android/Java Baby Adopter Dress Up project and added a new 3D “Baby Viewer” specifically for Quest.
Key steps:
Integrated a fully rigged 3D baby model into the project.
Hooked up an initial animation set: idle, look around, run, walk, and exercise.
Kept the classic 2D menus and UI instead of redesigning everything, to stay close to the original game.
Implemented the Meta Horizon multi-panel requirement by making the care actions screen and feeding screen available as adjacent screens to the 3D Baby Viewer.
So the project is a mix of the original 2D logic and data with a new 3D front end and the Horizon-style adjacent screens.
Challenges I ran into
The main challenge was 3D implementation with animations.
I had to:
Integrate the rigged baby model into the existing codebase.
Manage animation states and transitions so actions play correctly and don’t conflict.
Connect animation triggers to the existing game logic without breaking the classic flow.
Most of the work was writing and debugging this new 3D and animation code on top of a project that was originally 2D only.
Accomplishments that I’m proud of
Getting a fully animated 3D baby running on Quest inside the existing Baby Adopter ecosystem.
Implementing the adjacent care and feeding screens around the Baby Viewer for the Meta Horizon competition requirement.
Doing all of this while keeping the familiar feeling of the original game.
What I learned
I learned how different it feels to bolt a 3D animated character onto a mature 2D project. Animation states, timing, and triggers need more careful planning than simple 2D sprite swaps. I also learned the Meta Horizon adjacent-screen pattern and how to fit my existing screens into that structure.
What’s next for Baby Adopter Dress Up
Next, I plan to:
Add more baby animations and reactions.
Gradually convert other parts of the game to 3D, especially rooms and environments.
Refine the VR experience as more of the original Baby Adopter world becomes fully 3D.
Built With
- 3d
- android
- android-studio
- blender
- filament
- java



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