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OpenVR and SteamVR: choose the integration

SteamVR, built-in OpenXR and a separate SDK for specialized tasks.

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OpenVR and SteamVR: choose the integration

OpenVR is a Valve API with a separate SDK; its runtime ships through SteamVR. These are different system components: installing SteamVR adds no OpenVR classes to the engine. See the official OpenVR SDK.

The current Reckfell built-in module tree has no separate OpenVR module. A clean project in installed Windows build 1.0.0 exposed no OpenVR class family or interface named OpenVR. OpenXR and Native mobile were present and uninitialized. This checks one build and project, not all external adapters or packages installed on the computer.

For a regular VR game

Use built-in OpenXR startup handling. If SteamVR is the target runtime, test OpenXR startup with it, the selected graphics backend, tracking and the action map. Steamworks separately documents OpenXR bindings and VR application settings.

Do not search for an unverified mandatory “Reckfell OpenVR plugin” merely because a headset runs through SteamVR. Reckfell's built-in path uses OpenXRInterface; configure its actions through the action map. Connecting one headset does not validate every controller binding: test required actions on target devices.

When the task specifically requires OpenVR

A separate dashboard overlay uses specialized OpenVR interfaces. For example, IVROverlay supplies overlay images and events. This is a separate integration; an in-game CanvasLayer and regular OpenXR output do not automatically create such an overlay.

That project needs an adapter tested with Reckfell 1.0.0 and the target platform. Its documentation must define interface registration, texture exchange, event handling and native-resource cleanup. This guide claims no ready-made package, repository or compatible version. Integrating an SDK yourself is separate development, not a checkbox setting.

Verification scope

Current modules, OpenXR registration and the class/interface registry were checked in a clean headless project with XR off. Nothing was initialized or installed. SteamVR, OpenVR overlays, external adapters, headsets, export and imagery were not tested. SDK and overlay information comes from Valve documentation; engine source was unchanged.

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