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Advanced VR Framework 2.0

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Learning Resources

2.0 Tutorial Series

A complete breakdown of all the features of the AVR Framework. We will upload 1 new Video every workday. So make sure to subscribe

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AVR 2.0 Documentation

We created a comprehensive documentation of the AVR Framework 2.0. Check it out here

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Our Channels

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The best way we found to support you is our awesome discord community. We are already 400 members and growing.

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Check out the Advanced VR Framework on the Unreal Engine Marketplace

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Head over to YouTube and check out our Channel. We create a lot of framework specific tutorials over there.

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What we want you to know

FAQ

Yes. If you want to modify the existing functionalities of this framework it is necessary that you have a good understanding of the Unreal Engine and the Blueprinting System.

The idea of the Advanced VR Framework is to provide you with the basic foundation to enable you to create your own features for your application.

 

If you have ideas for features that we should implement in the Advanced VR Framework we are very interested in hearing them. So they could become a part of the Framework in a future version.

 

Just talk to us on discord.

We are always very interested to hear about new projects but are also extremely occupied creating and supporting this framework.

 

Please join us on our discord channel. There you will find a lot of experienced developers who have proven their knowledge with the Advanced VR Framework and VR development.

In general we try to help out our community on the discord channel. That way every developer benefits from the questions asked there. Sometimes we may offer to have a 1 on 1 session to help you with your project.

 

If the topic is to complex to be resolved in a appropriate timeframe we could talk about a billed consultant session.

We highly suggest not upgrading a running project. It is best to finish the current project, and start the new one with the latest version of the framework.

 

If there is a new feature you really need, create a new project and just migrate that one feature. And always make sure to use source control like Git.

This is a tough one. We really try to make a controller mapping that most of the people feel comfortable with. But there are so many needs and tasks that it seems like we are not able to fully satisfy everyone here.

 

With a little blueprinting it is really simple to adapt the controller mapping the way you need it.

We are only 2 people with limited time and limited ressources.

 

We have an Oculus Rift, an Oculus Quest and a Vive for development. We try to get our handy on as many VR Hardware as possible. But we are not able to test/try/build every hardware out there. Most of the time you would only need to adapt the controller mappings to work for your hardware.

 

If you are not sure, just ask in our discord community. There are a lot of devs with a lot of different devices. They might be able to answer your questions and help you get started.

We created everything in the framework with Blueprints. There is no need for C++. You don´t need to compile the Engine, no visual Studio required and no C++ knowledge needed. 100% Blueprint Magic 😀

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