Gloomy Eyes chooses to tell the story in a micro-scale world, allowing the audience to experience the whole scene in VR and, optionally, zoom in to see the details within the frame.
Instead of watching an animated film, Gloomy Eyes impressed me more like a complex stage play with perfect timing. Although the environment is micro-scaled, the details are amazing, and the animations are impeccable. Together with its Tim Burton-style visuals, Gloomy Eyes made me immersed in this dark fairy tale. And the timing between each scene is always perfect. Gloomy Eyes utilizes object movements, such as fireflies flying and characters running, to guide my sight from the previous scene to the next.
As a VR game, Gloomy Eyes effectively utilizes objects to guide the viewer’s sight, serving as the camera's lens in VR, to convey the story.
Playings impressed me with a vibrant world of foods, from donuts to gummy bears. Apparently, there are numerous interactions in it, as my controllers become the drumsticks, allowing me to beat the food I see. There is also sound and haptic feedback from the controllers every time I beat an Object.
Playings used different colors to enrich the visual quality; there aren’t many rendering-demanding objects within the scene, and I am having a vivid yet fluid VR experience.
After I paste the Meta XR into my UE Plugin Folder and enable it in Editor, this crash report pops up right after I restart the project. This only happens on my Laptop.

I transferred the project to the Hyperlab desktop, and I installed Meta XR on it. The project can be opened.
Then I followed this tutorial to do the following setups: