Back in Black Friday

Oh, hey there.

We’re still here! I am sorry there haven’t been better updates. I am a poor custodian of this, the most auspicious of VR mods for games more than 10 years old that also run on java. Thank you all for your patience. Thank you too, to the patrons who are still contributing, desperately hoping for any tiny nuggets of news.

Where have I been, you ask? Erangel, mostly, if you must know. I’m sorry for all those times I shot you around a corner.

In all seriousness, there have been a few updates since the last blog post, mostly updating from 1.12.0 to 1.12.1 and then to 1.12.2. The discord has remained active and I encourage you to hang out there if you really want to stay up-to-date. So version updates and a few bug fixes here and there, but nothing exciting.

That changes today! New Stuff!

The full change notes, as always, are on the Github page, but please continue on for a brief overview.

This is a 1.12.2-only release at the moment.

Something about eggs and omelettes

Since Mojang is busying itself breaking everything I thought it a fine time to undertake the same adventure.

In this iteration of Vivecraft we have re-written significant parts of the VR Movement system, the whole controller input and binding system (thanks, Techjar), and much of the GUI rendering.

The movement re-write comes with many palpable improvements, including a ‘smooth rotation’ setting, significantly improved handling of how vehicles and ladders work, much better roomscale rowing, and many little fixes to how you (the human), and Steve (the player), decide who’s actually the one in charge.

Techjar’s input rework has led to a much better button-binding menu as well as a new setting for splitting up the Vive trackpad into button regions. I believe he has added at least 37 different modes, including one in which each button occupies a slice of the pad 320 arcseconds wide and supports four thousand buttons.

These changes, especially the input handling,  are just the beginning and pave the way for bigger and better things down the road. For a rundown of some of the really cool new stuff I plan to add with these new systems, keep reading!

Loot Boxes!

Just kidding.

LAN Play Now!

This was going to be the big headline of this release but then we just kept working and working on it and now it almost feels like a footnote. Both Vivecraft and the Non-VR companion can now host a LAN game supporting VR animations and movement. This saves the step of setting up and maintaining a server. Great for homes with a VR-rig and a couple old laptops floating around.  Works with Forge mods, too!

I regret it is still not possible for a single PC to play VR and Non-VR simultaneously, but that is on the wishlist and we’re hoping Minecraft 1.13 brings us a way to make that happen.

To start a LAN game: Load up a world on the PC you want to host and from the in-game menu select ‘Open To LAN’. The other PC(s) should then see the LAN game on the Multiplayer selection screen.


Another great new feature is easier installation of Vivecraft into MultiMC. This is a great little launcher for managing many different instances of Minecraft with wildly different settings. Especially in this age of the ‘new’, ‘improved’, ‘totally-not-garbage’, ‘doesn’t-deserve-to-be-set-on-fire’ vanilla launcher.

It was previously possible to get Vivecraft working on MMC  but required some tricky json edits and whatnot. Now our installer will simply detect multimc.exe, allow you to select your instance, and do the legwork for you. I should have switched to this thing for my own use months ago.

See this page for detailed instructions for both this, and older versions.

Pre-release Warning

Due to the extensive changes I am putting this out as a release candidate with full blog post and everything because, frankly, I need your help testing it. You will find things broken; For example turning on the Mixed Reality mirror mode currently causes Minecraft to leak into our reality. There was an enderman in my basement last night and I do not wish that experience upon anyone, so avoid that option for now.

There are multiple avenues for you to tell me all about the cool new bugs you’ve found. Github Issues are great. I regularly check the forums here, and am pretty much always on the discord. Emails, reddit messages, steam message, too are all acceptable. Bring logs and screenshots.

Yes I do plan on bringing this new stuff to the older versions of Vivecraft, or at least 1.10.2, but only after the bugs have been worked out. So it’s in your best interest to try this one out.

The Future?

So this update fixes up some of the more annoying and janky internal bits of Vivecraft. With these out of the way we can get back to work on real features.

By far the most requested new thing is more and better VR interactivity. Minecraft is chock-full of things that should be touchable but aren’t. Doors, chests, levers, buttons, crafting tables, the list goes on. Up til now we’ve relied on the stock Minecraft ‘left click’ and ‘right click’ buttons for standard things, but these will only ever work where the crosshair is pointing. Other VR interactions like ladders and animals I implemented by just ‘touching’ the thing with the controller, (no buttons involved due to lack of availability), but this has serious limitations due to accidental activation. Hence no doors or chests. Well with our new input system, we can fix all that!

My goal for the future is assigning a ‘VR Interact’ button to each controller that will be a context-sensitive override to the normal function of that button. For example touching a door will turn one of the buttons on that hand, lets say the grip (usually ‘sneak’ or ‘pick block’), into a ‘open’ or ‘close’ command. Sounds cool, right?

The biggest hurdle to this, now that we have the infrastructure to handle the buttons, is providing visual feedback to the player that the use of a button has changed. So that’s what we’re going to work on. Engines like Unity and Unreal make it very easy to highlight a controller button and show some text… but of course Minecraft has no such systems and we will have to start from the polygons and work our way up. Once we have a good feedback system in place, expect all the existing VR interactions to switch to this system as well a whole lot more becoming available. I’m really excited to get to work on this so stay tuned!

-jrbudda out

1.12 Releases 1.12 Issues

Instructions for installation can be found on the Downloads Page.

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New locomotion options

Helloo Internet. How are you? Tubes clear? Cats doing ok? good.

I’m happy to report that most of the ‘backend’ work we’ve been doing over the past few releases is behind us. Vivecraft is all nice and up to date on Forge and Optifine and most of the associated bugs have been squooshed. We’re now back to the much more fun job of adding features, streamlining gameplay, and just overall making the world a better place.

Today I have for you a long-awaited and much-requested feature: Onward-style touchpad locomotion! That’s right, you now have a 4th ‘free movement’ style control scheme to choose from alongside controller-directed, hmd-directed, and run-in-place. The new scheme allows for analog movement speed using the Vive touchpad or Touch joystick on the left hand. There’s a number of minor adjustments you will need to make to your keybindings, these are laid out on the release page(s).

Speaking of releases: all 4 versions of Vivecraft are getting this release so no matter which one you play, you can take advantage of the new locomotion. Our QA department also informs me that they are both under-staffed and imaginary and that with so many versions and configurations to test unintended consequences may occur using the new locomotion. Please report bugs.

Also bundled into this update is a new keybind-selection screen, no more cycling thru individual actions, you get a nice list to pick from. Should make customizing your controller setup a lot quicker and less frustrating.

Finally I’ve added some new options to all 7 installers (including the non-vr companions). You can now choose a custom name for your Vivecraft profile in the Minecraft launcher and you can also point the profile at a modpack during installation (because, frankly, the new Minecraft launcher is hot garbage and made doing this step manually a pain in the patoot).


I’ve updated the FAQ page with instructions (and this picture!) of how to use the new installer to easily set up Vivecraft with a modpack.

Around the Community

Quite a number of neat videos have come to my attention. Some I had to go digging for. Youtubers: Please include ‘vivecraft’ somewhere in your video title or description if you’re using the mod, if only so I can find your video. (a link to this site wouldn’t kill ya, either)

Here’s youtuber ‘Brometheus’ with a 3-part series, 2 of which use Mixed Reality mode, which we always like to see.

Everyone’s favorite JoshDub put out a Vivecraft video playing the (sadly now shut down) Pixelmon mod.

Here’s a VR episode of Vikkstar123’s ‘How to Minecraft’. I guess it’s popular.

And this one too, at near a half million views, I feel like maybe I’m in the wrong business.

We’ve also added a new Vivecraft compatible server to the list, go check out Hexadecimal MC by BlueSnow.

-jrbudda out.

1.12 Releases 1.12 Issues

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

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Support Vivecraft on Patreon

Vivecraft for Minecraft 1.12

Hoo boy it’s hot out. July here in South Carolina comes with the triple threat of humidity, tourists, and mosquitoes. I can’t say which is worst. Especially the latter 2, one of which is a parasite that feeds on human misery and the other is a flying insect.

This is why I stay inside and play video games, and you should too. I know the steam sale is over but to help you get some more mileage out of your VR gear for limited time only I’ve offering Vivecraft at a 100% off discount. My computer tells me this brings the price down to $NaN, whatever that means.

Jokes aside, Vivecraft for 1.12 is now ready to be released into the wild. Minecraft 1.12 now comes with Parrots, some new blocks, and most importantly, the Recipe Book! Mods have long brought in-game screens to view recipes but having one built into the vanilla game is just great news for casual players. You can access the recipe book from the normal survival inventory screen.

Vivecraft 1.12 does release with Forge support, though the mod selection is low and has not gone through a lot of testing.

Vivecraft 1.11.2 and 1.10.2 also both received an under-the-hood update to bring the included Optifine and Forge versions up to the latest available.

Seems to be a bug in the newer Optifines that is affecting Vivecraft by making the whole world go invisible when scrolling through the Desktop Mirror options. If this occurs hit F3+A, die, or restart the game. We’re working on a fix.

Around the Community

Youtube has been a little quiet lately but here’s a cool Twitch channel of the Mixed Reality Vivecraft exhibit at Universe Science Park in Denmark. Watch people fumble around in VR live!

  • jrbudda out.

1.12 Releases 1.12 Issues

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

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Support Vivecraft on Patreon

School’s out for summer

TGIF. ‘Nuff said.

Today I am officially releasing version 10 for both 1.10.2 and 1.11.2. We’ve gone through at least 63 pre-release builds of these and both contain a veritable cornucopia of minor fixes. You should update.

Barring the need for emergency bugfixes these will likely be the last updates until Vivecraft for 1.12 is out. When is that, you ask? Good question, I say! It will be after MCP, Forge, Optifine, and Spigot all update and get themselves stabilized. I can’t say any more accurately cause I dunno!

What I do know is I’m very excited for 1.12, and you should be too. Why, you ask? the recipe book, I say! Yes indeed vanilla Minecraft now comes with a built-in recipe book! This is great news for the VR experience, especially Vivecraft newbies. Stay tuned!

Now what will become of 1.11.2, you ask? Let’s wait and see, I say. The FTB modpack makers seem intent on making 1.10.2 the new standard after 1.7.10. And of course vanilla servers tend to update to the latest and greatest ASAP. That leaves 1.11.2 as the odd-version-out. I’m going to be busy getting the 1.12 version out so no major decisions need to be made until we start adding new features in, afterwards. We’ll look at the community at large and any feedback, and then decide if 1.11.2 updates will continue.

What updates, you ask? Hmm, I got a couple planned, I say! After 1.12 the next thing likely is going to be an Onward-style touchpad/joystick locomotion scheme. This is tricky due to all the buttons but I’ll work something out. Beyond that… hmm.. roomscale fishing? voice chat? the sky’s the limit.

Around the community

Here’s a nice entertaining 2-part let’s play, in English, nonetheless.

And I will continue to plug Ochi’s series, though it be in German, just due to his sheer tenacity. 111 episodes. Killing an Ender Dragon. In VR.

  • jrbudda out.

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

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Support Vivecraft on Patreon

Vivecraft is 1 year old today!

Today, Vivecraft is 1 year old.

Hopefully within the next few years it will cease pooping itself.

The support and enthusiasm for this little mod for an 8 year old game has been incredible. Especially the r/vive reddit community, you guys rock., thank you.

Also big thank you’s to Techjar, for all his hard work. To the discord users for all their bug testing and feedback. And to the Vivecraft patrons, who for some reason feel exchanging real money for sparkles that come out of your butt is a fair deal.

Couple quick announcements.

New Updates

All 3 versions of Vivecraft have received an update with a new ‘backpack’ hotbar switching mechanic. You can now reach behind you to quickly switch to the first slot on the hotbar, so stick your sword there. In 1.10+ you can swap the 2nd hotbar slot with the offhand slot by reaching behind your back with the offhand controller. Please note this does not work with bows. It would sweet to have the sword on your right and bow on your left but bows just don’t work equipped offhand, it’s a vanilla limitation and I’m sorry. The releases are all still flagged pre-release as I’m trying to track down a few remaining bugs, so keep an eye on the download pages over the next few days in case there are important changes. The Non-VR companion for 1.10.2 and 1.11.2 have also both been updated with bugfixes.

Forge Server Mods

Techjar has completed his Vivecraft Forge Extensions mod for both 1.10.2 and 1.11.2. These are server-only mods for supporting VR animations, teleporting, and other misc VR oddities. (the 1.7.10 version is still for client and server both). Head to the downloads or multiplayer pages for links and instructions if you want to set up a modded server.

New Modded Server

Speaking of modded servers, Norn, of the popular Vivecraft server Nornia, has set up a sister server based on Forge 1.10.2 with a carefully curated modpack. He’s got a new website with instructions, and also just offically launched it today. Norn’s servers are well-run and a great option for folks looking to play minecraft in VR with other people but don’t have any people of their own.

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

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Support Vivecraft on Patreon

Mod Compatibility Updates

Happy Monday y’all.

the 1.10.2 version of Vivecraft got a big update this weekend bringing the included Optifine version up to speed (C2 -> D8) and fixing a number of reported mod bugs. We’ve had discord users reporting that several of the very large FTB packs (100+ mods) are working!

We’ve fleshed out the Mod Compatibility sheet some more, if you have feedback for this, good or ill, let us know somewhere.

1.10.2 additionally now has a NON-VR companion that also supports Forge. There is a spigot plugin for 1.10.2 you can use, and the Forge server mod for 1.10 and 1.11 should be coming very soon. (The non-vr companion allows 2d players to see VR players animations and Patreon rewards)

Minor updates to the 1.11.2 and 1.7.10 branch as well to fix a couple minor things. You should update if you play those versions.

Please report bugs on the github issues page(s). I know it requires logging in but bugs mentioned on Reddit or Discord tend to get lost and/or forgotten. Thank you!

Here’s some recent lets-play of Vivecraft I found amusing.

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

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Support Vivecraft on Patreon

Forge is back, baby!

Here at last! Thank you all for your patience, I am happy to report it has been rewarded.

We finally have Forge support in both the 1.10.2 and 1.11.2 versions of Vivecraft! Much testing remains as there are just so, so many mods out there but hey, it’s a start! The next couple versions of Vivecraft will be aimed at improving compatibility.

I’ve added a link in the sidebar to the evolving Mod Compatibility List. If you find a bug with a Forge mod please report it on the correct github issues page as we’ll take a crack at it!

The 1.10.2 version has been brought up to speed and is functionally identical to 1.11.2. So that means climbey items, multiplayer animations, and all the other cool stuff added in the last 6 months are in this version as well.

The 1.7.10 version did get a tiny update today to include the new installer features. I do not foresee many more updates to this version going forward. We’ve made it about as compatible as we can with Forge mods for that version, and more and more mods keep coming to 1.10.

The Forge server mod(s) for Vivecraft will be out in the next few days. In the meantime you can use Forge servers but you will be subject to the limitions outlined on the Multiplayer page. Keep an eye on this site for updates.

An updated Spigot server plugin is now available for 1.10.2 here.

Next a MASSIVE shout out to all my patreon supporters. I love you and want you all to have my babies.

I’m also very happy to promote the T-Square mod, written by giltwist. This is a voxelsniper-style mod for organic block painting and it was written specifically with Vivecraft in mind as all mod commands are handled via in-game items. Please do check it out.

Another cool thing is I’ve added native support for the KAT WALK omni treadmill into Vivecraft. Look out for some cool new media from those guys in the near future.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

Patreon page and new version.

You may notice the orange button on the right. This is a Patreon button. Don’t think of it as giving me money. Think of it as me providing YOU with the opportunity to enhance your Vivecraft experience and alleviate you of any moral quandary you may experience from playing the best VR game that has ever existed or ever will exist totally for free.

See doesn’t that make it easier to click?

In all seriousness I made the thing because some people don’t like paypal, and this website costs some money, and I thought it would be fun. Go check out the campaign, there’s rewards and everything. If you have previously donated to me via paypal and would like the Patreon rewards for an appropriate amount of time, hit me up on discord or reddit or wherever and I will hook you up.

The game update this time around contains a number of bug fixes and quality-of-life improvements. You can read the nitty-gritty details on the github page. The 2 big additions are the aforementioned Patreon rewards and a new system for Server Owners to control which blocks are climbable with Climbey claws. Update your server plugin for that.


I’m fairly happy with the current state of the mod. I think we’ve added some really cool features lately and the bug reports have slowed to a mere trickle. Which I suppose means it’s time to buckle down and get Forge working on 1.10.2.

Yup I said it. It’s time. We did some preliminary work on this a number of weeks ago, and it is now my goal to make it happen. Excluding bug-fixes, Forge will be my sole focus for the next update.

I am actually going to have to get it working on 1.11.2 first, and then port back everything to 1.10.2. So here’s hoping that modpacks move on from 1.10 in the meantime.

Beyond Forge, I would really love to get Voice Chat integrated into the mod and server plugin. I asked Techjar to head this up but he blew up his computer in protest. So it will likely have to wait until after Forge.

Some other wishlist items for the future:

  • Integrated recipe viewer (a la NotEnoughItems).
  • Roomscale fishing.
  • A in-game keyboard that doesn’t suck.

Always open to suggestions, hit me up on discord or the github issues page.

Around the community

Here’s an awesome video showing off Elytra flight in VR.

Discord frequenter Shivaxi edited together some of his first experiences with Vivecraft. I really do love watching these.

Still a number of Vivecraft Let’s-Play series going on out there. Most of them not in English. I subscribe to them anyway and make up my own story of what’s going on.

Here’s a list in your ethnicity of choice.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

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Patches for your face.

Hello Vivecrafters of the world! It’s Friday and I have updates for you!

The observant will have noticed a number of beta builds trickling on to Github all week for both the 1.11.2 and 1.7.10 versions. This week’s work has been a huge laundry list of tweaks and improvements to 1.11.2 and bringing 1.7.10 up to speed.


Without further ado let me introduce version 7 of 1.11.2 and version 37 of 1.7.10

The full release notes are on the github pages but let’s go over the basics!

First the bad news: the ClimbeyMotion items are not in the new 1.7.10 version. Sorry! that code is highly invasive and requires server plugin support to work and it just won’t play well with forge.

Now the good news!

The teleport-locomotion has gotten a rework when it comes to water: previously your arc would ignore the water entirely and send you straight to the bottom, where you would have to hope for a way back out. Now, your arc will stop about a block down into the water if it starts in air. After you teleport a number of different things can happen depending on your Simulate Falling, Roomscale Swimming and seated/standing options. I considered making a flowchart, but stopped when I realized I could instead spend that time doing anything else. Take my word for it that I did test all permutations of the options and it should all work intuitively and better than before.

The ClimbeyMotion additions from last week seem to be a big hit! I was just playing with it myself kitted out with the Climb Claws, Jump Boots and an Elytra. They all work nicely in concert and its a ton of fun!

I did make some changes and tweaks in this release: The jumping is now velocity-capped. I’m sure this will disappoint some but I needed way to make the jumping consistent. I also did not want anyone hurting themselves or innocent pieces of furniture trying to be the Hulk. It’s fairly easy to max out the speed cap so once you get a feel for it your jumping should be a lot more predictable. This should allow the construction of courses and challenges with predictable difficulty.

If you simply must have more height you can use a Leaping potion which will multiply your Jump Boot jumps.

I also added a Run n Jump mode. This is a bit tricky to master but you can hold Move AND Jump and you will continue to run in your look direction while you make your jump. The jump horizontal velocity is additive so you can get more distance this way.

That’s it for the big changes. Seated mode got some new options. Some circles were hunted down and sent to circle-conversion camp. And a ton of bug fixes!

1.7.10 got most of the major changes from versions 6 and 7 of the newer branch. I also fixed a bug that was messing with LiteLoader, so that should be more compatible now. I only tested it with MAtmos.

I did fix a tiny bug in the Spigot plugin. Server owners you should update.

Around Here

I’ve made some additions to the How-To-Play page. Check it out, you may learn something. If there’s anything you feel needs to be explained better, plz let me know in the forum or on discord.

The donation link is still at the bottom of every page. Genius is expensive.

Around the Community

I was only able to find one video on youtube of someone playing with the Climbey stuff and that is this one. I expect to see more of these in the future! I wanna see some jump courses!

There’s a number of other letsplay series going on out there but most of them are not in English so I have no idea what’s going on in them.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome (and it is) there is a donation link at the bottom of the page)<

ClimbeyMotion Update

Ahoyhoy and happy Friday, internet! We’ve got a doozy of a update today for 1.11.2 Vivecraft. A real doozy.

Most awesome, and by popular demand, is a full set of:

Climbey-style locomotion!

Here’s a video of some of the early testing in action. Thanks SuperFrodo95.


We already had a run-in-place movement which has now been tweaked, and I’ve gone and added a jump and free climb mechanic heavily inspired by Climbey.

The technical details and instructions are over on the new climbeymotion page. Here I’d like to get philosophical for a minute and explain why I’ve implemented it like I did as there have already been questions and I expect more.

You’ll notice that both the jump and climb mechanics come to Vivecraft in the form of craftable, equippable items.

This is something I’ve been meaning to delve into for a long time now and I think it worked out great. I could, of course, have done this ‘mode’ as a game setting, but implementing the mechanics the way I felt best required heavily overriding the behavior of the Jump, Move and Attack buttons. The thought of players needing to go into a menu to change a setting just to be able to mine again did not sit well with me. So here you have a simple item you equip, and can un-equip quickly to resume normal play. The added fun of crafting the items adds a nice layer to it as well.

I reserve the right to change existing mechanics to items in the future (I’m looking at you, teleporter).

One divergence I had to make is in Climbey you can just sorta fling yourself off the wall and gain a lot of height. Here I’ve implemented wall-jumping as an action that requires an extra button press. This way you know when you let go of the wall if you’re going to fall or jump explicitly. The need for this is because, behind the scenes, all input, logic, and movement in Minecraft only runs at 20hz. I get inputs from the VR hardware at 90hz and the noticeable delay and asynchronicity makes the jumping and timing less predictable than it should be. Determining the player’s intent leaving a wall from motion alone was just not going to work consistently. It still isn’t as consistent as I like and I see some re-working in the future.

Another divergence is me not being a huge fan of Climbey’s run-in-place implementation. I found you can’t really move continuously without cheesing the system. It’s fine for their small spaces but Minecraft is huge and the start/stop got old quick. So I’m leaving our RIP speeds alone since it favors faster continuous motion over 1:1 movement. I did tweak our direction detection to use the average of the 2 controller’s pointing yaw, which is similar to climbey’s controller mode. This seems to work OK and reduces the ‘zig-zag’ effect of the older version.

Overall this is a really fun set of mechanics and I already have many good ideas and suggestions for how to improve on it. If I were you I’d hold off on building challenge courses and whatnot for now as I expect the next few Vivecraft updates will contain tweaks to the jumping distances and whatnot. I do plan on having a ‘limited’ climbing mode where only certain types of blocks are climbable so you can build interesting courses, but that’s not in this version yet. I welcome all feedback and ideas. Discord is always the best place to come talk about Vivecraft. Please report bugs on Github, the locomotion was easy, getting it to play nice with the rest of the game was the challenge. Bugs are likely to exist.

Other Notable Changes

A major area of attention this week has been the Mixed Reality mirror mode. We now support using a 3rd controller as a moving camera. The Mixed Reality mode also defaults to an identical layout as Unity with 4 panes.


The player view can be rendered full un-distorted or as a copy of the HMD view. It’s got a ton of options so if you’ve got the equipment for it, be sure and check it out.

The multiplayer VR animations also got some love. We were previously rendering the animations at the base 20hz of Minecraft’s network code. It now is fully interpolated to 90hz in both Vivecraft and the NonVR Companion mod. Fixed also were some bugs related to Players using Vivecraft in Seated mode. All nice and smooth now. Like butter.

Some good work has gone into the Spigot plugin, Jaron has added several new commands and options for server owners. Discord user cool_nick_name has re-implemented the ‘headshot’ code from the older MineVive plugin. This allows admins to crank up bow damage for headshots! Additionally this update contains several important changes to allow climbeymotion to work in multiplayer, make sure you update and be aware that climbeymotion is OFF by default in the config.yml.

You now have more binding options on both Vive and Touch controllers. The ‘touchpad swipe’ on the Vive and right joystick directions on the Touch can now be re-bound as you see fit. The ‘hotbar scrolling’ is also now on the right-hand controller for both systems.

Many other little bugs fixed. Check the release notes for details.

There should be an update to 1.7.10 somewhere in the near future. I do not know if the climbey stuff will make the jump. Keep your eyes peeled.

Around the community

NVIDIA broke minecraft with a driver update. They have released a hotfix. It is unknown at this time if the hotfix will require a hotterfix.

Slicedlime, who made an entertaining Vivecraft let’s-play series a few months ago, has been hired by Mojang to work on the Pocket Edition plugin system. Could a Pocket Vivecraft be in the future?

Some new entries in the Vivecraft Servers page. If you’re looking for some large communities to join we’ve got some now. Also Norn’s server is now known as Nornia, because obviously.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome (and it is) there is a donation link at the bottom of the page)<