VR

Last validated: 2026-05-05

Use VR when the operator needs a head-tracked view, immersive spatial perception, or headset-specific overlays.

HMD setup

  1. Install OdenVR on the operator computer.

  2. Install and validate the headset runtime before starting OdenVR.

  3. Open the Player HMD settings.

  4. Select the runtime backend: Any, Oculus, OpenVR, OpenXR, or None.

  5. Confirm that the headset renders the expected scene.

  6. Save the Player project when the setup is stable.

Tested headset families include Valve Index, HP Reverb G1/G2, and HTC Vive Pro 1/2. Other OpenVR/OpenXR-compatible headsets may work, but validate them with the production GPU, driver, and runtime. Any tries the available backends and uses the first one that starts successfully. Use a fixed backend for production once the runtime is known.

Useful settings

Fixed Position

Locks HMD position to the origin.

Fps Cam Track HMD

Makes the monitor view track what the headset user sees.

Draw Background

Shows the Oden background in the headset.

Draw While Inactive

Keeps rendering even when the headset is not worn.

Draw To Screen

Disable screen rendering when only headset output is needed and GPU load must be reduced.

Draw Controllers

Draws tracked controllers in the scene where supported.

HMD Navigation

Lets the user move the VR world with both controller triggers or touchpads in OpenVR.

Tracking Universe

Selects seated or standing OpenVR tracking space.

OpenVR Info

Shows headset model, reported resolution, frame rate, and tracked device details.

Magic Window

Advanced support setting for special monitor/HMD coupling workflows.

OpenXR Show Calibration Cross

Draws per-eye calibration crosses for OpenXR validation.

Oculus stats

Shows runtime information for Oculus-backed deployments where available.

Avoid changing field-of-view factors unless Voysys support has asked for it; non-default FoV can cause operator discomfort.

Controller inputs

Oden exposes supported HMD controllers as joystick inputs named HMD Controller Left and HMD Controller Right. Controller button and axis indexes can differ by runtime and controller generation. When a project plugin depends on controller input, open the controller settings on the exact production headset, verify the reported button and axis values, then save the remapping with the Player project or deployment profile.

For layout details, see Configure HMD layout.