VR Settings
VR settings contain VR-specific configuration for hand controllers, UI behavior, pointer calibration, and performance options. These settings are only relevant when running in VR mode.
Hand
Settings for virtual hand rendering.
- Enable toggles the display of virtual hands in VR.
- Cast Shadow controls whether the virtual hands cast shadows in the scene.
- Left Hand Pose selects the default pose for the left hand controller.
- Right Hand Pose selects the default pose for the right hand controller.
UI
Settings for how the UI panel behaves in VR.
- Block Desktop Window blocks the desktop mirror window while in VR mode, reducing GPU load by not rendering the screen output to the desktop.
- UI Auto Return causes the UI panel to smoothly return to the field of view when it drifts out of sight.
- UI Distance (0.5 to 5.0m) controls how far the UI panel is positioned from the user.
- Mouse Mode in VR enables using the mouse as a pointer in VR without requiring hand controllers.
- Mouse Sensitivity adjusts pointer sensitivity when using mouse mode in VR.
- Time and FPS displays the current time and frame rate on the hand overlay.
Pointer
Settings for calibrating the pointer ray used for VR interaction.
- Direction adjusts the direction angle of the pointer ray relative to the controller.
- Orientation adjusts the orientation offset of the pointer.
- Offset adjusts the positional offset of the pointer ray origin.
- Update Pointer applies the current pointer calibration settings.
Foveated rendering
Foveated rendering reduces GPU load by rendering the peripheral areas of the view at lower resolution while keeping the center sharp. Only shown on supported hardware.
- Enable toggles foveated rendering on or off.
- Level (0 to 1) controls how aggressively the edges of the view are rendered at lower resolution. Higher values increase performance at the cost of peripheral image quality.
Settings reference
Special shader (Special Shader)
Overrides the shader type for all materials on the actor.
Mode selects the shader: Off uses the default shader; Refraction Thick/Thin simulates glass with refractive transparency; Outline renders only the outline edges; Unlit disables all lighting; Experiment is a placeholder for custom shader effects.
Refraction controls the index of refraction for glass modes — higher values bend light more.
Thickness adjusts the perceived depth of thin glass refraction.
Hexagon Map
A procedural hexagonal (or circular) micro-pattern overlaid on the surface for fishnet, sci-fi panel, or studded looks. Toggle it off whenever you want a smooth fabric.
Density & Shape
Density sets how many hexagons fit across the surface (snapped to powers of two for clean tiling). Size scales each hex within its cell — smaller values leave gaps between hexes, larger values pack them tight. Use Circle swaps the hex shape for circles, useful for polka-dot or rivet looks. Soft Edge controls the falloff at each cell’s border; values near zero give a crisp boundary, larger values blur the pattern into the surrounding surface.
Bump & Noise
Bump raises or lowers each cell relative to the surface (negative values stamp inwards). Noise randomises per-cell height so the pattern doesn’t read as a perfect grid.
UV Projection
For outfits the cells can either follow the model’s UV layout or be projected from a virtual cylinder around the body. UV Projection enables the cylindrical mode — turn it on when stretched or distorted UVs ruin the pattern. Projection Radius scales the cylinder, and Rotation tilts it so the hex grid runs diagonally instead of straight.
Color and glow (Color)
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.