What is Dreams VR?

Have you ever had a dream so real you thought you were there?

With VR support, Dreams allows you to play and create experiences even more immersive than before. This handy guide will introduce you to all the new content, features and settings available to you in Dreams VR.

Take a look around, won’t you?

Immersive Play

Box Blaster experience

Box Blaster experience

Before you start to explore Dreams in VR, we’ve created some special content to get you acclimatised and start you on your creative journey.

All Aboard VR. An introduction to VR in Dreams, helping you learn the settings and controls you’ll need for VR.

Inside the Box. Several interconnected games and experiences, highlighting some of the possibilities of VR creation.

Dreams VR Collections. Packs full of elements from Inside the Box, specifically made for VR, to give you a head start in your own creations.

Take Control

All Aboard experience

All Aboard experience

Just like in non-VR Dreams, both the wireless controller and motion controllers are supported. However, while the basic controller map and settings are the same, there are some new concepts to help you navigate and create in VR.

Imp Beam. In VR, your imp (primary imp if using motion controllers) has a beam emanating from its tip. The beam works exactly the same as the tip, making it easier to reach things while in VR.

Reel. Once you’ve grabbed onto something with your imp beam, reel lets you easily bring it closer to you or move it further away.

Camera Changes. Changes have been made to the third and first-person cameras, as well as the free camera used in DreamShaping, to maximise your comfort when in VR. When playing, the camera will remain fixed until the puppet has stopped or travelled a certain distance, then will teleport to the new location. When creating, the camera is horizon-locked (unless you are using motion controllers) and if you have Comfort Mode on, zip teleports you, rather than moving very fast.

Have it Your Way

Cinema Mode

Cinema Mode

A lot of Dreams content is playable in VR, but only things created and labelled for VR specifically take full advantage of the headset. Content labelled as Non-VR is not playable in VR, any labelled as VR Only is only playable in VR, while content labelled as VR Compatible can be played in either. If content cannot be played in full VR, it will be played in Cinema Mode, where it will be seen as if on a screen.

Once you’ve played content in VR, you can give it an experience rating, helping others to identify which content is suitable for those new to VR, and which requires more experience to play.

There are also a host of new preferences for VR, which allow you to change how the controls and camera behave, as well as display settings and the ability to filter which content you can see in the Dreamiverse.

Tool Up

Hand/Imp Tracker in action

Hand/Imp Tracker in action

You’ll find that all the functionality you enjoy in Dreams is still present, but we’ve added some new gadgets and tweaks to help you craft your VR masterpieces. Most of them are useful in creating non-VR content too!

The Hand/Imp Tracker follows the imp, and allows you to attach objects to it, or even replace it, for example with a hand. Useful in both VR and non-VR. Combine it with new tweaks on existing gadgets to set and follow grab points, which lets you specify exactly where objects are grabbed.

The Head/Camera Tracker follows the game camera, allowing you to track a player’s head movements and attach objects to the camera, for example a HUD. Useful in both VR and non-VR. Combine this with the Look Cursor Sensor to determine what a player is looking at.

The Ambisonic Panning tweak on audio channel gadgets allows you to place sounds in your scene that will sound truly 3D, making objects distinguishable not only on your left and right, but also in front/behind and above/below you. This is only possible in VR, using headphones plugged into the VR headset.

Tips for Creating in VR

  • Beam Me Up. With the imp beam in VR, your effective spatial reach is extended, limiting the need for exaggerated movement while separating the action from your imp a bit. When creating with the wireless controller, be sure to adjust depth with the right stick carefully before stamping down sculptures and paintings. The same is true for your primary hand position with the motion controllers, but it is less pronounced.
  • Do You Comply. When saving, be sure to set the VR compatibility label correctly to ensure other dreamers encounter your creations in the way it is meant to be experienced. The distinction between VR Compatible and VR Only is an important one!
  • Looking Around. When players experience a scene in VR, they are much more likely to see the back or sides of objects. Be extra vigilant to give your work a finishing pass on all sides, or be extra judicious in setting up camera angles and blocking elements.
  • Revisiting Some Classics. Getting content you created up and available for VR is not always as simple as just adding a new label! With static scenes and sculptures a quick once over with the headset is likely all you need. On the other end of the spectrum, for games, levels with puppets, or scenes with intricate camera movement you should expect significant redesign to make things work in VR.

Of course, there are lots of other best practices, like - always get a friend or community member to help you playtest your content! We’ve created a video, 10 Top Tips: Creating VR Dreams to give you more tips - and have collected all our VR How To videos in one place.

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The Dreams User Guide is a work-in-progress. Keep an eye out for updates as we add more learning resources and articles over time.