Step into your game in native VR.
Pioneering unimaginable realities through native spatial engineering.
Built on the stack studios already ship
Trademarks belong to their owners and are shown for compatibility only.
Before we open a door, we read the game
Drop in your game. REFRACTSDK reads it in seconds and tells you, in plain words, whether the world can be walked into.
Example run on one of our test titles. Your report carries your own numbers.
- Picture8 layers, every one splits into two eyesDepth
- ControlsThe game's own aiming moves to your handHands
- Menus14 screens lift off into the roomMenus
- Motion2 cutscenes steal the camera. Fixable.Needs comfort pass
Every setting is picked for you. Your team can change any of them.
What REFRACTSDK touches, and what it leaves alone
Players can skip ahead. If you ship the game, this is how the SDK sits inside it.
Stereo across the whole camera chain
REFRACTSDK walks your camera stack at runtime: every pass, post effect and render target. Each one gets a per-eye target, so shadows, bloom, fog and colour grading survive in both eyes instead of breaking in one.
touches: camera passes, render targets · leaves: your shaders
Your interaction code, re-rooted
We do not replace your input or interaction systems. Your raycasts, colliders and event handlers keep running. REFRACTSDK moves the ray origin from the camera centre to the tracked controller pose.
touches: ray origin · leaves: your gameplay logic
Screen-space UI to world space
Canvases built for a monitor are re-parented into world-space panels the player can place and grab. Your event system still dispatches every click, so no menu logic is rewritten.
touches: canvas render mode · leaves: your UI code
A frame budget for every headset
Every headset gives you a fixed slice of time per frame: 13.9 ms at 72 Hz, 8.3 ms at 120 Hz. REFRACTSDK profiles your build on each target and tunes it with single-pass instancing, per-eye culling and resolution scaling until the frame fits.
touches: render settings per headset · leaves: your content
Where it runs today
Unity is live now. Unreal, Godot and custom engines are next. Tell us yours and we will tell you where it sits before you pay anything.
send a build · we answer in plain words
Runs onMeta Quest 3Quest 3SQuest ProSteam FrameValve IndexPico 4 Ultra
It ships on the headset your players already own
The build that leaves our hands is your build. It installs from your store page, runs on the device, and does not ask anyone to sideload a mod or run a PC in the next room.
What it costs
You pay to get your game into VR, and you pay to keep it there. How you get in is your choice — we build it for you, or you build it with the SDK. Support rides on either.
We turn your game into VR
Hand it over flat. We do the whole conversion — camera, controls, comfort, UI — and give it back playable in a headset.
- Done for you, start to finish
- Priced by the size of the game
- Free intro call first — a real number before you sign
Keep it alive on every headset
Headsets and platform updates break VR ports every few months. We keep yours working for as long as you ship it.
- New headsets supported as they launch
- Runtime fixes and crash triage
- Platform re-certification kept current — Quest, PSVR2, SteamVR
Do it yourself, with the SDK
A flat licence per title. You pick the band that matches your budget — free under $250k, on your word, never a cut of your sales.
Numbers are starting anchors, not final quotes. Support runs about 20% of build cost per year — the standard software-maintenance rate.
REFRACTInjector
REFRACTInjector is our free VR modding tool — the injector underneath all of this. Point it at a flat Unity game and mod it into a headset yourself, no studio needed; the runtime source is opening soon. It is completely separate from the REFRACTSDK — the paid, per-title kit studios licence to ship a VR build commercially. Same technology, different job. The modding tool is free for players, modders, students and researchers — no trial, no expiry, no crippled build. The commercial SDK licence is what pays for that, not the other way round.
Nothing is paywalled. Support is optional and buys test hardware, so games nobody would pay to port still get worked on. UUVR, VRGIN, UEVR and UnityVRMod solved the hard parts of this first, in public, for free. None of them had to. This exists downstream of all of it — which is exactly why the people it came from never pay for it.
The things studios ask before they send a build
Answered in full here rather than in a sales call, so you can judge the fit before you talk to anyone.
Can OMVION convert a game that has already shipped?
Yes. That is the case OMVION is built for. A finished title needs no rebuild and no engine upgrade — OMVION profiles the existing build, converts its camera stack to stereo, turns its screen-space UI into world panels, and remaps interaction from head to hand. The studio keeps its source and ships the result from its own store page.
Does the VR version ship as a mod players have to install?
No. The conversion is built into the studio's own build and installs from their own store page. Players do not sideload anything, do not run a separate injector, and do not need a PC in the next room. This is the difference between OMVION's commercial work and REFRACTInjector, the free injector, which players do install themselves.
Which Unity versions does OMVION support?
Unity 5.3 through Unity 6, in both IL2CPP and Mono builds, targeting OpenXR and SteamVR on Meta Quest 3, Quest 3S, Quest Pro and PCVR, on Windows and Linux. Unity 2019 and newer is the straightforward range. Unity 5.3 to 2018 and native Linux builds are the harder half, and OMVION says which one a title falls into before taking any money.
What does the free tier actually include?
If the title's development budget is under $250,000 the licence costs nothing, permanently — it is not a trial and does not expire. The band is set on the budget you declare when you sign, backed by an audit right in the agreement, so the free tier stays for the small teams it is meant for. That band receives the same SDK, documentation and support as every paid band. Integration, meaning OMVION performing the port, is a separate optional service at every band including this one.
Do we keep our source code?
Yes. OMVION integrates into the studio's project rather than taking it away. Engineers keep the source and can read every line of what ships inside their game. The game's own interaction code keeps running; OMVION moves where the raycast starts, so every tag check and distance limit the original designers wrote still applies.
Is REFRACTInjector open source?
No. REFRACTInjector is source-available under PolyForm Noncommercial 1.0.0. The source is public and free for players, modders, students and researchers, with no trial and no crippled build, but commercial use requires a licence. The OSI definition of open source permits commercial use, and this licence does not, so calling it open source would be inaccurate.
What happens to the interface we already built?
It is converted, not rebuilt. A shipped game's UI is a screen-space canvas made for a monitor. OMVION turns those canvases into individually placed, grabbable panels in the world with the game's own event system still driving them. Unity's XR toolkit helps a team build new VR UI; it has nothing that converts the UI a finished game already has.
How does a studio start, and what does the first step cost?
Book a free intro call. No obligation. We look at your build and tell you engine and version, how the cameras are stacked, how the UI is built, how the player interacts, what converts cleanly, what will fight, and an honest effort estimate. Only then is there anything to price.
How do I cancel a service or end my agreement?
Reach out to your OMVION engineer on Slack, or contact us at [email protected], and we'll handle it. You can cancel a licence, support, or the whole agreement at any time. Cancellation takes effect after 30 days' written notice; services continue until then and fees already paid are non-refundable. Active clients can also request it directly from their onboarding portal.
Send us a build
The intro call is free and carries no obligation. Tell us what you have and we'll tell you what it would take.