Hazel

VR

A Renzora game can run in a VR headset over OpenXR. The editor no longer plays into a headset itself: Play always runs the game as its own program (see Playing Your Game), so to try a scene in VR, run the game with the --vr flag:

renzora.exe --no-editor --project path/to/project --vr

--vr starts the headset session as soon as the game boots and adds a head-tracked desktop mirror window for spectators.

Requirements

  • An OpenXR runtime active when the game starts: Meta Quest Link / Air Link (headset in Link mode) or SteamVR, with the matching runtime set as the system's default OpenXR runtime. Connect the headset first, then launch.
  • A desktop build of the engine (VR is not available on web/mobile exports).

In the headset

InputAction
Left thumbstickSmooth locomotion (head-relative)
Right thumbstick ← / →Snap turn (45°, configurable; smooth turn available)
Triggers / grips / A B X YExposed to gameplay via the VrInput state (script bindings planned)
  • Both hands show controller wands (blue = left, orange = right).
  • The desktop window shows a head-tracked mirror of what the player sees, for spectators and debugging.
  • The scene's authored game camera is suspended in VR: the headset is the camera. Render-to-texture cameras keep working.
  • Scene content needs no VR-specific setup: meshes, lights, particles, physics and gaussian splat clouds all render through the stereo eye cameras automatically.

Notes & current limits

  • Controller bindings ship for the Oculus Touch profile; other controllers work through your OpenXR runtime's rebinding layer (SteamVR Input, etc.).
  • Hand tracking and passthrough are negotiated with the runtime but not yet surfaced as gameplay features.
  • Grabbing/teleport interactions and VR script APIs are planned follow-ups.
  • If no OpenXR runtime is present, the launch logs an error and exits; check that your headset software is running.