It was built using Godot 3.2  and uses the Oculus Quest hand tracking to free up your hands which is especially important for the pushups.
If you want to give it a try. Godot does support OpenVR so it should be possible to just use the OpenVR plugin instead of the Godot Oculus Mobile plugin
IMHO VR for lifting will be an easier place to start than VR for cardio or calisthenics because you're not moving around as much and sweating the same, so the HMD size is less of an issue.
For those who are curious what score the dev reaches.
I've just done the full workout (all 6 songs in a row, each on hard to get the most points) and im soaked now.
The total time is ~20 minutes (1172.86 seconds)
The final score was 306080 points
Both are beat games. The most obvious way to see the difference between them is to watch someone else playing each. One game looks like someone dancing around and trying to look cool, the other looks like a robot being short circuited.
If you have experience with Beat Saber you can go straight in at expert modes in Synth Rider (e.g. level 4 or 5).
SR is also more like a puzzle game for me, there are certain songs where you have to figure out what kind of dance moves would make it physically possible to complete the track perfectly, how you could modify them to get more points etc.
No connection to the developers of either game, and both are worth owning.
That's why I started this, to try and create something that does the maximum of physical workout (in terms of body parts that are used) that I could squeeze out of the VR gameplay while still making it entertaining.
So I am coming at it from the opposite direction beat saber does.
Fun music game that is also physically engaging <-vs-> Physically intensive game that is also somewhat fun
You could take the source and check the Godot VR tutorial (https://docs.godotengine.org/en/3.1/tutorials/vr/vr_starter_...) to see if you can modify it for your own headset.
And without hand tracking it may be a bit uncomfortable to do push ups. But maybe the knuckles controller will be comfortable enough.
As for the code for using it there are a initialization steps you have to do in your main scene. I suggest you take a look at the hand tracking demo in the godot_oculus_mobile plugin (https://github.com/GodotVR/godot_oculus_mobile)
However, if you are using an older beta release of 3.2 then I suggest upgrading to 3.2-stable because the packaged apk in the export templates does not have to correct permissions to support hand tracking.
Godot is a ~500MB Download (including the export templates), and that's it. It's fast, and does not take much space (disk and ram). Once started it takes up 0.8% of my RAM (about 256MB).
Oculus Quest support is currently only semi official. You have to compile the godot_oculus_mobile plugin yourself but that is really easy and in the future it will be available as an asset from the assetlibrary.
As for assets I used, you can import fbx, obj and gltf that should be sufficient enough for most basic things.
Mostly my workflow is to download something from sketchfab or blendswap pepare it in Blender, export it as gltf and import it in Godot.
Or for simpler stuff like the claws or the head cues I just do it in Blender myself.
To me, in part, it's that all licenses are source licenses. :- )
Also, I'm still having trouble cancelling my Unity billing, they are absolute scumbags and I will never ever do business with them again by choice. I think they rely on people giving up on cancelling billing, and they should be ashamed of themselves whether that effect is intentional or not.
If you absolutely must get a Unity license, I must recommend not getting the license on your account's "default project", because you can not delete it, nor can you simply cancel the license, and contrary to their documentation, you can not switch which one is the default.
> Is it easy to get something running for the Quest?
It is very straightforward.