VR
Use VR when the operator needs a head-tracked view, immersive spatial perception, or headset-specific overlays.
HMD setup
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Install OdenVR on the operator computer.
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Install and validate the headset runtime before starting OdenVR.
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Open the Player
HMDsettings. -
Select the runtime backend:
Any,Oculus,OpenVR,OpenXR, orNone. -
Confirm that the headset renders the expected scene.
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Save the Player project when the setup is stable.
Tested headset families include Valve Index, HP Reverb G1/G2, HTC Vive Pro 1/2, and Meta Quest 3 (tethered over Link, see below).
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.
Meta Quest 3 over Link (OpenXR)
A Meta Quest 3 tethered to the operator computer with a Link cable runs through Oden’s OpenXR backend talking directly to Meta’s runtime — SteamVR is not used.
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Install the Meta Horizon app on the operator computer and sign the headset and the app into the same Meta account.
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In the Meta Horizon app, set Meta Horizon Link as the active OpenXR runtime.
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Connect the Link cable (a data-capable USB 3 cable into a USB 3 port) and activate Quest Link from the headset.
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In the Player
HMDsettings, set the backend toOpenXR.
If SteamVR auto-starts when the headset appears, it simply idles and can be closed; it is not part of this setup.
Startup and recovery
Selecting OpenVR or OpenXR explicitly is sufficient on its own — the separate Force HMD Active setting is not needed for the headset to come up.
If no headset is available when Oden launches (Quest Link not active yet, SteamVR not running), Oden keeps retrying and brings up VR on its own within about ten seconds once the headset appears.
Turning the headset off and on, or connecting the runtime after Oden is already running, recovers the session without restarting Oden.
Useful settings
- Fixed Position
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Locks HMD position to the origin.
- Fps Cam Track HMD
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Makes the monitor view track what the headset user sees.
- Draw Background
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Shows the Oden background in the headset.
- Draw While Inactive
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Keeps rendering even when the headset is not worn.
- Draw To Screen
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Disable screen rendering when only headset output is needed and GPU load must be reduced.
- Draw Controllers
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Draws tracked controllers in the scene where supported.
- HMD Navigation
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Lets the user move the VR world with both controller triggers or touchpads in OpenVR.
- Tracking Universe
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Selects seated or standing OpenVR tracking space.
- OpenVR Info
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Shows headset model, reported resolution, frame rate, and tracked device details.
- Magic Window
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Advanced support setting for special monitor/HMD coupling workflows.
- OpenXR Show Calibration Cross
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Draws per-eye calibration crosses for OpenXR validation.
- Oculus stats
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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
Both the OpenVR and OpenXR backends expose tracked 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 — for example a Valve Index controller on OpenVR/SteamVR reports a different button layout than a Quest controller on OpenXR.
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.