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
| Input | Action |
|---|---|
| Left thumbstick | Smooth locomotion (head-relative) |
| Right thumbstick ← / → | Snap turn (45°, configurable; smooth turn available) |
| Triggers / grips / A B X Y | Exposed 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.