Welcome to FireVR’s documentation!¶
Installation¶
Use this link to download FireVR:
https://github.com/void4/FireVR/archive/master.zip
Or go to https://github.com/void4/FireVR and select the green “Clone or download” button at the top right, then “Download ZIP”.
Make sure you have the latest Blender version (currently: 2.78a). Next, start Blender and enter the User Preferences.

Then
- Install from File
- Activate the addon by marking the checkbox
- Save User Settings to make the installation permanent

Done!
Configuration¶
You can find FireVR in the Misc Tab in the Toolbar (key: t).

Now, two last things are necessary:
- Set the Export Path in the Export settings (this is where all files will be saved).
- Set the JanusVR path in the Run settings (select the Janus executable)
To test if the settings are correct, click “Start JanusVR” - you should now see the default cube floating in space.
To make the configuration permanent, save the user settings again.
Usage¶
Check the JanusVR docs for more details:
http://www.janusvr.com/guide/markuplanguage/index.html
Firebox¶
- Start JanusVR All-in-one button, exports room and launches Janus
- Export FireBox Only exports the objects and generates the room
Export Settings¶
- Export path The local directory where the rooms are exported to
- Use IPFS Check this to enable IPFS (requires IPFS installed and present in PATH)
- IPFS Gateway Use the IPFS HTTP Gateway (http://gateway.ipfs.io/)
- IPNS Use the IPNS nameserver / set name
- Apply Rotation Apply Current Scene Rotation to Objects
- Apply Scale Apply Current Scene Scale to Objects
- Apply Position Apply Current Scene Position to Objects
- Unpack Textures Unpack all textures when exporting
Run Settings¶
- Janus VR path The path to the JanusVR application
- Display Mode Select 2D, Rift, SBS, SBSR mode
- Rate Server update rate
- JanusVR FullScreen Starts JanusVR in fullscreen mode
- Window Size Launch JanusVR with the specified window dimensions
Objects¶
__*These attributes are all set on a per object basis__
Mesh Objects/Common
- Object Type For the most part, should be “Object (model)”. However, it can be used to allow making placeholder objects with meshes.
- js_id Specify js_id for object here, blank will give a default numeric id
Mesh Objects/Link
When making one of these, start off with a newly created Plane.
Don’t go into edit mode to resize it - just use the transform (the exporter won’t pick up on mesh resizing, the plane itself is just a placeholder)
With this, you should be able to semi-accurately place portals.
To check the orientation: Local Y should be up, Z should be facing outwards.
I’m not quite sure it works completely accurately, and if not what’s responsible, but it’s a start.
- Link Name The name displayed on the portal.
- Link URL Since (unlike the old “text as portal” system) link objects don’t directly hold text, the URL is put here.
- Active If false,
active="false"
is set.
Mesh Objects/Mesh
- Export Format Select Wavefront (.obj) or Collada (.dae) export format
- Collision Enable collision for this object
- Locked Lock this object
- Visible Draw this item in the Janus room (setting to false with collision set to true is useful for proxy collision geometry)
- Set Color Enable a Janus color value for this object
- Color Select color value for this object
- Websurface Texture the current object with a Janus Websurface
- URL Set URL for websurface
- Width&Height Set pixel dimensions for websurface
- Cull Face Set desired face culling (back, front, none)
- GLSL Shader Set a custom GLSL Shader for this object
- Frag Shader Set path to Fragment Shader (use absolute paths)
- Vertex Shader Set path to Vertex Shader (use absolute paths)
Sound Objects (use speaker in Blender)
- Sound Set path to sound file (use absolute paths)
- js_id js_id for sound object
- Distance Distance at which sound plays at full volume
- XY1 X and Z positions for first corner of trigger rectangle
- XY2 X and Z positions for second corner of trigger rectangle
- Loop loop sound
- Place once play the sound only the first time triggered per user session
Text Objects
Text objects don’t have any properties as such, but there are the following things to note:
- Text is created for single-line, Paragraph for multi-line.
- It seems JanusVR ignores the lines anyway, so this is fine.
- The old “beginning with http creates link” behavior still exists - not exactly sublime.
Room¶
- Room Sets the room model (see the FireBox docs for further details.
- Visible If checked, makes the room visible
- Color Sets the rooms color
- Select Skybox Images Sets custom skybox images for this room
- Skybox Left Set path to Left Skybox Image (use absolute paths)
- Skybox Right Set path to Right Skybox Image (use absolute paths)
- Skybox Front Set path to Front Skybox Image (use absolute paths)
- Skybox Back Set path to Back Skybox Image (use absolute paths)
- Skybox Up Set path to Up Skybox Image (use absolute paths)
- Skybox Down Set path to Down Skybox Image (use absolute paths)
- Gravity Sets the rooms gravity
- Walk Speed Sets the players walk speed
- Run Speed Sets the players run speed
- Jump Velocity Sets the players jump velocity
- Clip Plane Sets the near and far clip distances
- Teleport Range Sets the min and max teleport distances
- Default Sounds Use default sounds in room
- Show Cursor Show Cursor in room
- Fog Enable Fog effects
- Color Set fog color
- Fog Mode Set fog mode (exp, exp2, linear)
- Density Set fog density (exp and exp2 modes)
- Start & End Set fog start and end dist (linear mode)
- Asset Scripts Enable JS scripts for room
- Script 1-4 Set path to Asset Scripts (use absolute paths, up to 4 scripts supported)
- Global GLSL Shader Set a global GLSL shader for the room
- Frag Shader Set path to Fragment Shader (use absolute paths)
- Vertex Shader Set path to Vertex Shader (use absolute paths)
- Lock Room Lock room from edits
Multiplayer Server¶
- Default Server Use the default server specified in Janus
- Server URL to the server
- Port Port of the server
Debug¶
- JanusVR enable debug mode
FAQ¶
The texture doesn’t load¶
Consider using the Wavefront .obj format for now. Currently, only textures with the Source: Single Image is supported.
The objects are loading slowly¶
Consider running IPFS locally, or disabling IPFS.
The objects are rotated incorrectly¶
Use Apply Rotation under export options
The objects are scaled incorrectly¶
Use Apply Scale under export options
I used it and it messed with all my rotations and scales¶
Turn off Apply Rotation and Apply Scale under export options
Getting errors about file paths¶
Always use absolute paths, either disable “use relative paths” under user preferences or unclick the relative path checkbox when selecting your file.