Choose Creation Method

or


The recommended way to create inVR experiences is using the Unity plugin.

If you wish to create an inVR experience without using the Unity plugin,
you can upload an .FBX file of the entire scene directly.

Download Unity Plugin

If you don't have Unity installed yet, you can download it -> HERE <-


Watch Tutorial Video

Check out the inVR Unity plugin 'Getting Started' video by clicking -> HERE <-

Upload .FBX File

Click to select FBX file for upload
Or drag and drop FBX file on icon

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  • FBX Upload FBX Upload

    inVR experiences can be created using the same 3D art packages that you already know how to use, as long as it can export to FBX format.

    If your 3D software does not export to FBX but does export to OBJ, DXF, DAE or 3DS formats, you can use the Autodesk FBX Converter to first convert it to FBX format before uploading to inVR.
    Download Autodesk FBX Converter 2013.3 -> HERE <-

    If your 3D software does export to FBX but your textures are missing, make sure that you have 'embed media' turned ON when exporting. If your software doesn't have that setting (such as Blender), you can use the Autodesk FBX Converter to embed the textures into your FBX file.
    Download Autodesk FBX Converter 2013.3 -> HERE <-

    Some general notes for using FBX files with inVR:
    - START POSITION: Name a single empty object in the scene "camera" and position/rotate it to where you want the start position to be.
    - SCALE: Make sure the scale of your model is in appropriate real world size, using Meters for settings.
    - PERFORMANCE: Try to keep geometry under 40,000 polygons, for best performance.

    Requirements for exporting your creation to FBX format:
    - TEXTURES: Make sure textures are in PNG or JPG format.
    - TEXTURES: To maintain textures attached to your model, in FBX Settings, make sure 'embed media' is ON.
    - ANIMATION: To export animations, in FBX Settings, make sure 'bake animation' is ON.
    - For best performance: try to keep geometry under 40,000 polygons.

    For improved viewer experience, utilize the following optional features:
    - LIGHTING: Name one object in the scene "light". This will become a directional light with shadows on it.
    - MATERIALS (default): The default materials can accept color map, normal map and specular map.
    - MATERIAL (glass): If you have a glass material, name the material "glass" so it becomes a transparent, reflective material.
    - MATERIAL (other): Other materials will be supported soon.

Downloads

iOS iOS Android Android
Phone Viewer Application

Cardboard

Cardboard VR headsets come in two sizes:
- 'Classic', for most iOS or Android smartphones, or
- 'Larger' or 'Bigger', for 5.5" or larger screen phones like iPhone 6+ and Galaxy Note 4.

We recommend any of the $10-$20 headsets that can be found on Amazon by clicking -> HERE <-
For a higher-end experience, including a headset that folds down flat, shop at DODOcase by clicking -> HERE <-

Assemble the Google Cardboard headset and install your phone, as shown in the following video:

SUPPORT FORUM

Join us in the community forum, to discuss your experiences using inVR.

Click -> HERE <- to access the forum.

Support

Thank you for trying inVR - we hope it meets your needs.

Please email us or use the 'Contact' form in the top right corner, if you experience any issues that are not resolved with the information provided.


  • inVR Unity plugin Unity plugin

    The preferred way for creating inVR experiences is to use our plugin for the Unity game engine.
    Instructions for using the plugin are contained in the plugin itself.
    If you need additional assistance with the plugin, please use the 'Contact' form in the top right corner.

  • FBX Upload FBX Upload

    inVR experiences can also be created using the same 3D art packages that you already know how to use, as long as it can export to FBX format.

    Some general notes for using FBX files with inVR:
    - SCALE: Make sure the scale of your model is in appropriate real world size, using Meters for settings.
    - PERFORMANCE: Try to keep geometry under 40,000 polygons, for best performance.

    For improved viewer experience, utilize the following optional features:
    - CAMERA LOCATION: have one object in the scene named "camera".
    - CAMERA NAVIGATION: allow for movement between multiple cameras ("camera1", "camera2", etc..), by naming them with a number at the end.
    - LIGHTING: have one object in the scene called "light". This will become a directional light with shadows on it.
    - MATERIALS (default): the default materials can accept color map, normal map and specular map.
    - MATERIAL (glass): if you have a glass material, name the material "glass" so it becomes a transparent, reflective material.
    - MATERIAL (other): other materials will be supported soon.

    Requirements for exporting your creation to FBX format:
    - TEXTURES: make sure textures are in PNG or JPG format.
    - TEXTURES: to maintain textures attached to your model, in FBX Settings, make sure 'embed media' is ON.
    - ANIMATION: to export animations, in FBX Settings, make sure 'bake animation' is ON.
    - For best performance: try to keep geometry under 40,000 polygons.