Networking & Sync
Core-
🌐
Networking Layer Available
Proven into the thousands of concurrent users, with heavy Burst + multithreaded optimization throughout.
-
📡
World/Prop/Avatar Protocols Available
Purpose-built replication & interaction protocols across worlds, props, and avatars.
-
🧑🚀
Synced Avatars Available
Low-latency avatar replication with eye, hand, and animation drivers, full-body IK replication, and an extensible protocol for additional tracked data (e.g., blendshapes, custom interactions, and expressions).
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🧱
Object Sync In Progress
Ownership replication & transform sync for props, physics pickups, and seats, with more object types landing over time.
-
🤝
Peer-to-Peer + NAT Traversal Available
Direct peer links for low-latency data and voice, with automatic NAT hole-punching (including port-prediction spray for hard/symmetric NATs).
-
🔐
Encrypted Transport Available
ChaCha20-Poly1305 encryption on peer-to-peer / direct-connect links keeps that traffic private.
-
🗜️
Network Compression Available
LZ4 and Deflate compression across avatar bundles and data channels trims bandwidth at scale.
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🖥️
Flexible Hosting Available
Host directly from the client for quick sessions, or run your own dedicated server. The dedicated server is a cross-platform .NET app with a first-boot setup wizard.
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🛡️
Server Admin & Moderation Available
UUID-based admin/permission groups, kick & temp-block controls, and server-driven shout broadcasts.
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🐞
Crash & Error Reporting Available
Opt-in client error reports relay to the server (compressed) for diagnostics — off until a server enables it.
-
🔌
Swappable Network Backends Available
The transport layer is pluggable: the default is reliable-UDP (LiteNetLib), and alternate backends can be registered without touching game code.
Voice & Audio
Core-
🎙️
Opus Voice Chat Available
Real-time voice over Opus (48 kHz) with forward error correction; a jitter buffer and packet-loss concealment keep speech smooth on lossy links.
-
🔇
Noise Suppression Available
A neural RNNoise gate strips background noise from your mic before it ever leaves your machine.
-
🎚️
Mic Processing Suite Available
Automatic gain control, noise gate, voice-activity detection, and an input limiter — each tunable in settings, with device selection.
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🧭
Spatialized 3D Voice Available
Each speaker's voice plays from their mouth with distance attenuation and falloff for natural proximity chat.
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🗣️
Talk Modes Available
Normal proximity chat plus targeted, private-group, P2P-direct, and admin shout (non-spatial broadcast) modes.
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🔊
Per-Player Volume & Mute Available
Adjust or mute any player individually; a personal block list silences someone entirely.
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🎵
AudioLink Available
Audio-reactive data for shaders (AudioLink) that survives Desktop/VR mode switches, for reactive worlds and avatars.
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🌐
Steam Audio Add-on
Steam Audio is bundled for advanced HRTF, occlusion, and reflection spatialization when a world or avatar opts in.
Avatars & Animation
Core-
🧩
Custom Avatars Available
Bring your own avatars with a streamlined build, upload hooks, and a flexible avatar SDK.
-
🦵
Full-Body IK (Burst) Available
Custom full-body IK compiled with Burst for VR-grade performance.
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🗣️
Neural Lip Sync Available
OpenLipSync runs an ONNX neural network to drive 15 MPEG-4 visemes straight from voice, with pooled inference that scales to large lobbies.
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😉
Auto Blink & Facial Sim Available
Automatic blinking and facial simulation for lifelike faces, with overrides when real face-tracking is present.
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👀
Eye Driver & Social Gaze Available
Procedural eye motion with saccades, smooth pursuit, and physiology-based social gaze toward others — with overrides for real eye-tracking input.
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🤲
Hand/Finger Driver Available
Per-finger poses and gestures for natural presence.
-
🪗
Jiggle Physics (Interactive) Available
Jobs-based squash-and-stretch jiggle physics with interaction support.
-
🎛️
Animation Driver Available
Centralized animation driver for consistent blends and state.
-
🦶
Foot Placement IK Available
Procedural foot planting on uneven ground for natural stance and stride.
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📐
Height & Scale Calibration Available
Automatic avatar height and scale calibration to match your real-world proportions.
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🎯
Full-Body Tracker Calibration Available
Guided multi-stage calibration for SteamVR trackers and constellation setups, including tracker pairing.
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😶
Blendshape Sync Available
Networked blendshapes so custom expressions and morphs replicate to everyone, with packed encoding for bandwidth.
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🎥
Motion Recording Available
Record full-body motion (pose, muscles, scale) to file for playback and analysis.
-
😀
Face & Eye Tracking Comms Available
HVR Comms relays eye and face-tracking data (ARKit / Unified Expressions) to remote players over the avatar protocol.
-
📷
Webcam Face & Body Tracking Available
MediaPipe-driven webcam tracking feeds head/face, hand/finger pose, gaze, and ARKit-style blendshapes as synthetic trackers (requires the MediaPipe plugin). Arm tracking is still in progress.
-
🗿
Avatar Pedestals Available
Interactive pedestals for showcasing and selecting avatars, with spawn/preview support.
Interaction & Movement
Gameplay-
🚶
Locomotion Modes In Progress
Walk, fly, and no-clip movement with smooth transitions, plus crouch/stance blending.
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🏃
Fast Character Controller Available
Responsive movement tuned for social VR and dense sessions.
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✋
Physics Pickups & Grabbing Available
Grab, throw, and manipulate props with physics joints, parent constraints, and highlight feedback.
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🪑
Seating & Sitting Available
Sit on interactive seats with networked, synchronized pose.
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🎚️
Snap Controls Add-on
Rotary knobs, levers, and switches that snap to detents and fire per-position events — grab, laser, or desktop input.
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🚗
Vehicles Available
A general-purpose, physics-based vehicle system with seats, wheels/thrusters, engine audio, and networked replication.
-
📸
Hand-Held Camera Available
A grabbable in-world camera with photo capture, depth-of-field, 360° stereo capture, and picture-in-picture network streaming.
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🎱
Pool Table (Ported) Add-on
A full multiplayer billiards table — great for social hubs and demos.
Worlds & Creator Tools
Creator-
🧰
SDK for Avatars, Worlds & Props Available
Extend BasisVR with samples, components, and hooks.
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🪞
Mirrors Available
Configurable mirrors for setup, debugging, and social spaces.
-
🧭
World-Space Gizmos Available
Direct transform gizmos and debug primitives in world space for fast iteration.
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📦
Bundle Management Available
Organize, package, and load/unload content bundles.
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🎬
Live Video Player Available
Hardware-decoded live video (RTSP/RTMP/MPEG-TS/fMP4) straight into a zero-copy GPU texture via OS codecs — no transcode server. Windows, Android, and Linux backends today.
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🧪
Sandboxed Scripting (CILBox) Available
A CIL (C#) interpreter sandbox runs untrusted world/avatar/prop scripts behind a whitelisted API, so community content can ship logic safely.
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🖥️
Custom Console Display Available
In-app diagnostics & developer tooling.
-
🎆
Audio-Reactive Worlds Available
AudioLink integration lets world and avatar shaders react to music and voice.
Devices
Runtime-
🔥
Runtime Hot-Switching Available
Instantly hot-switch between Desktop and VR without restarting.
-
🕹️
SteamVR / OpenVR Available
PCVR devices and runtimes supported.
-
🧩
OpenXR Available
The modern XR standard for broad device compatibility.
-
🤖
Android / Standalone Available
A standalone build pipeline for mobile/standalone headsets such as Quest.
-
🐧
Windows & Linux Desktop Available
Desktop clients build for both Windows and Linux.
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🧰
Device Management System Available
OS-style device management: enumerate hardware, enable/disable, and apply per-device control mappings.
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🎯
Full-Body Trackers Available
SteamVR tracker support with visual tracker models and a fallback display when pucks aren't present.
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👁️
Face & Eye Tracking (3rd-Party) Add-on
Hardware face/eye-tracking integrations supported by the avatar driver stack.
Rendering & Compatibility
Graphics-
🎨
Built-in URP Available
Ships with Unity’s Universal Render Pipeline tuned for VR.
-
🔀
Swappable Render Pipeline Available
Some work involved, but it should all come together once APIs are converted over to HDRP or the Built-in RP.
-
🌫️
Volumetric Fog Available
URP volumetric fog with per-light scattering, shadows, and cookies; render-graph ready on Unity 6.
-
🎛️
Shader Prewarm & Fallback Available
Optional shader prewarming reduces in-world hitches; fallback correction keeps materials valid across render-API swaps.
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🧪
Bleeding-Edge Ready Available
Designed to track the latest Unity releases while mostly supporting older versions (focused on Unity 6.4).
-
🧠
Efficiency-First Systems Available
We prioritize extremely efficient systems everywhere — profiling-driven, Burst-enabled, and concurrency-aware.
-
🥽
VR-Optimized URP Renderer Available
We've optimized the renderer for VR.
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📚
Version Compatibility Guides Planned
Clear docs on supported versions, upgrade paths, and caveats.
Performance & Safety
Speed-
⚡
Engine Optimizations Available
Hot paths rewritten with Burst and parallel patterns for high player counts.
-
🛡️
Avatar Performance Limits Available
Client-side hard-block (pre-load) and soft-trim (post-load) caps on polys, bones, materials, lights, particles, colliders, and jiggle rigs.
-
📉
Distance-Based Reductions Available
Automatic quality and update-rate reductions for distant avatars and objects.
-
🗜️
Avatar State Compression Available
Quantized transforms and packed blendshapes shrink per-avatar bandwidth at scale.
-
📈
In-App Profiler Available
Built-in profiler modules (network, event driver, direct connections) for live performance insight.
-
🧪
Weekly Tests Available
Weekly tests verify new features and validate performance to catch regressions before they hit LTS.
Build & Pipeline
Creator-
🚀
Upload & Build Process Available
Straightforward content builds for creators.
-
📊
Build Size & Asset Stats Available
Inspect built file sizes with per-asset breakdowns to spot heavy files and trim your bundle.
-
✅
Content Validators Available
Pre-build validation for avatars, scenes, and props catches errors before you upload.
-
🗂️
Addressable Dependency Tools Available
Editor tools to organize asset groups and report dependencies for smaller, isolated bundles.
-
🧱
NDMF Avatar Pipeline Available
A non-destructive avatar build hook (NDMF) with automatic viseme/eye mapping for low-friction interop — active when NDMF is installed.
-
🔒
Password-Protected Bundles Available
Gate access to builds with bundle-level passwords (cache is keyed per password) to protect pre-release content.
-
🐝
BEE File Support (.bee) Available
Basis Encrypted Extension with support for range requests.
Third-Party & Open Source
CreditsBasis stands on the shoulders of excellent open-source work. These are the third-party packages we bundle and build on — each under a permissive license (MIT, Apache-2.0, or BSD). Unity's own packages (URP, OpenXR) are used too, and the in-app Third-Party Licenses panel carries the full texts.
-
🎙️
OpusSharp BSD / MIT
Opus voice codec bindings behind real-time voice chat. by AvionBlock
-
🔇
RNNoise.Net MIT
Neural microphone noise suppression. Yellow-Dog-Man · xiph
-
🔊
Steam Audio Apache-2.0
HRTF spatial audio with occlusion and reflections. by Valve
-
🎵
AudioLink MIT
Audio-reactive data for shaders and effects. by llealloo
-
🕹️
SteamVR BSD-3-Clause
SteamVR runtime & input (trimmed for Basis). by Valve
-
🥽
OpenVR XR Plugin BSD-3-Clause
Rendering support for OpenVR devices in Unity XR. by Valve
-
🪗
Jiggle Physics MIT
Jobs-based squash-and-stretch secondary motion. by naelstrof
-
😀
HVR Basis Comms MIT
Face/eye-tracking comms & blendshape actuation. by Haï~
-
🧱
HVR Basis NDMF Hook MIT
Non-destructive avatar build pipeline hook. by Haï~
-
📷
MediaPipe Unity Plugin MIT
Backs optional webcam face/body tracking. by homuler
-
🌫️
URP Volumetric Fog MIT
Volumetric fog integrated into URP's volume system. by Cristian Qiu Félez
-
🧪
Cilbox MIT
Sandboxed C# CIL interpreter for untrusted scripts. by cnlohr
-
📡
LiteNetLib MIT
Lite reliable UDP — the default network backend. by RevenantX
-
🌐
MeaMod.DNS MIT
DNS / mDNS library for discovery. by MeaMod
-
🧾
Newtonsoft.Json MIT
High-performance JSON serialization. by James Newton-King
-
🗜️
K4os.Compression.LZ4 MIT
LZ4 compression for bundles and data. by Milosz Krajewski
-
🔢
Base128 MIT
Variable-length integer (varint) serialization. by Wojmik
-
🔡
SimpleBase MIT
Base16/32/58/85 encoding & decoding. by Sedat Kapanoğlu
-
🟰
Generator.Equals MIT
Source-generated equality from attributes. by Diego Frata
-
🔐
BouncyCastle MIT
Cryptography primitives library. by Legion of the Bouncy Castle
Roadmap
EvolvingIn Progress
- Webcam arm tracking WIP
- Expanded object sync WIP
- Locomotion modes WIP
- Panel UI system WIP
- Steam Frame target profile WIP
- Modular packages WIP
Planned
- Further IK improvements Planned
- Version compatibility docs Planned
- Upgrade guides for Unity LTS Planned
- Expanded avatar/world samples Planned
- Showroom (example demo) Planned
- Community testbed Planned
- 5-minute start guide Planned
Social & UI
SocialNameplates Available
3D nameplates with speaking indicator, chat bubbles, and typing status above each avatar — baked and amortized for big lobbies.
Text Chat Available
Networked text chat with typing indicators and history.
Virtual Keyboard Available
An in-world keyboard for VR text entry with customizable layouts; desktop and mobile hardware keyboards are supported too.
Player List Available
See everyone in the instance and act on them — mute, set volume, or block.
Mute, Block & Moderation Available
Per-player mute/volume, a personal block list, and moderator temp-block controls.
Notifications Available
An in-app notification center for joins, leaves, and system events.
Easy Settings System Available
Player-friendly settings with sensible defaults that apply live as you change them.
Localization & Font Fallback Available
Built-in UI localization with automatic CJK font fallback for Japanese, Chinese, and Korean text.
Deep Link / URL Prompts Available
Safe in-world prompts before opening external URLs and deep links.
Programmatic UI Available
Build and drive in-world UI from code for fully custom interfaces.
Panel UI System In Progress
Spawn panels and manage in-world UI workflows.