BasisVR Logo BasisVR

Build VR Apps that scale

Explore what the Basis Framework has to offer today and what is to come.
We strive for a clean architecture, efficient systems, and a creator-first toolchain.

BasisVR Showcase

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).

  • 🧱

    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.

  • 🖥️

    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.

  • 🛡️

    Server Admin & Moderation Available

    UUID-based admin/permission groups, kick & temp-block controls, and server-driven shout broadcasts.

  • 🐞

    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.

  • 🧭

    Spatialized 3D Voice Available

    Each speaker's voice plays from their mouth with distance attenuation and falloff for natural proximity chat.

  • 🗣️

    Talk Modes Available

    Normal proximity chat plus targeted, private-group, P2P-direct, and admin shout (non-spatial broadcast) modes.

  • 🔊

    Per-Player Volume & Mute Available

    Adjust or mute any player individually; a personal block list silences someone entirely.

  • 🎵

    AudioLink Available

    Audio-reactive data for shaders (AudioLink) that survives Desktop/VR mode switches, for reactive worlds and avatars.

  • 🌐

    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.

  • 🗣️

    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.

  • 😉

    Auto Blink & Facial Sim Available

    Automatic blinking and facial simulation for lifelike faces, with overrides when real face-tracking is present.

  • 👀

    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.

  • 🤲

    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.

  • 📐

    Height & Scale Calibration Available

    Automatic avatar height and scale calibration to match your real-world proportions.

  • 🎯

    Full-Body Tracker Calibration Available

    Guided multi-stage calibration for SteamVR trackers and constellation setups, including tracker pairing.

  • 😶

    Blendshape Sync Available

    Networked blendshapes so custom expressions and morphs replicate to everyone, with packed encoding for bandwidth.

  • 🎥

    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.

  • 🏃

    Fast Character Controller Available

    Responsive movement tuned for social VR and dense sessions.

  • Physics Pickups & Grabbing Available

    Grab, throw, and manipulate props with physics joints, parent constraints, and highlight feedback.

  • 🪑

    Seating & Sitting Available

    Sit on interactive seats with networked, synchronized pose.

  • 🎚️

    Snap Controls Add-on

    Rotary knobs, levers, and switches that snap to detents and fire per-position events — grab, laser, or desktop input.

  • 🚗

    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.

  • 🎱

    Pool Table (Ported) Add-on

    A full multiplayer billiards table — great for social hubs and demos.

Social & UI

Social
  • 🏷️

    Nameplates 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.

Worlds & Creator Tools

Creator
  • 🧰

    SDK for Avatars, Worlds & Props Available

    Extend BasisVR with samples, components, and hooks.

  • 🪞

    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.

  • 📦

    Bundle Management Available

    Organize, package, and load/unload content bundles.

  • 🎬

    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.

  • 🧪

    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.

  • 🖥️

    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.

  • 🧰

    Device Management System Available

    OS-style device management: enumerate hardware, enable/disable, and apply per-device control mappings.

  • 🎯

    Full-Body Trackers Available

    SteamVR tracker support with visual tracker models and a fallback display when pucks aren't present.

  • 👁️

    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.

  • 🧪

    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.

  • 📚

    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

Credits

Basis 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

Evolving
In 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