If yous are not familiar with the basic gameplay of Minecraft, start with a tutorial.

Minecraft is not a native VR game. Controller input is implemented through mouse and keyboard simulation for maximum compatibility. For the best experience please make sure the

game window has focus on your PC.

Leap To Play Modes Default Controls Moving Effectually Combat and Mining VR Interact Other VR Features

Play Modes

Vivecraft has ii major play modes: Standing and Seated. Switch in the VR Settings menu.

Standing
play uses motion controllers and allows all room-scale interactions.

Seated
play disables all controller input and uses the mouse and keyboard. Most roomscale interactions are disabled simply VR functions, like teleporting, can however be used.

This page primarily describes Continuing play mode.

Default Controls

Vivecraft ships default bindings for Vive, Oculus, Index, WMR, and Cosmos controllers. See this page for the default bindings in current versions of Vivecraft, and instructions for re-bounden.

Different bindings are used for interacting with the world vs. interacting with a screen for maximum compatibility with vanilla Minecraft mechanics.

All controls can exist rebound using SteamVR Input.

Come across this page for legacy bindings from before June 2019.

Moving Around

Vivecraft supports many types of locomotion options depending on your condolement level in VR, what controllers you have, and the mode of play.

The locomotion options available can all be institute in the VR Settings menu and may change depending on your version and play mode.

By default, any controller with a left joystick will employ that as Movement and Strafe ever. Additionally, on all controllers the left trigger will act as Motility Forwards or Teleport, based on your settings and if teleporting is immune. Holding ‘Pick Block’ for several seconds volition toggle the office of the left trigger from teleport to free-move.

Teleporting

Aim a parabolic arc at your destination and release to be teleported to information technology instantly.  In survival mode teleporting will cause hunger and has an energy meter that refills over time.

When actively using Teleport, all involuntary horizontal movement, such equally knockback or being pushed by h2o, is prevented, This does not use to vehicles. Vertical movement, such every bit jumping or falling, can additionally be turned off with the ‘Simulate Falling’ choice. Using a free-motion button will cancel these effects.

Teleporting may not be supported on multiplayer servers. In this example the Teleport button volition only function equally Move Forwards’

Free-Move

There are multiple options for how free-move works. Switch betwixt them in the Locomotion Settings. Several options also exist for mitigating movement sickness, such as move speed reduction, increased inertia, and FOV reduction.

The following are the available sub-modes for free move.

Controller: Uses the offhand controller pointing direction as ‘frontward’. This is the default.

HMD: Similar to controller mode but uses the the VR headset expect management every bit ‘forward’.

Run-In-place
In this manner you hold the ‘Walk Forwards’ push button and swing your arms to movement. Forward is based on the direction of both controllers. Speed depends on how fast you swing your arms.

Roosmscale Motion

Walking around your play infinite will move your player in-game. The location of the thespian is represented past a square shadow. The player has to follow the normal standoff rules of Minecraft so be sure not to lose your shadow buddy!

The ‘Walkabout’ and ‘Gratis Rotate’ bindings exist to allow continuous motility in roomscale if desired. Both allow manipulation of the globe rotation. These are not bound past default.

Rotating

Rotating the world is spring to right joystick, if present. Rotation is ‘snap’ turning by default. You lot tin can configure the snap angle in the VR Settings carte du jour or plow the bending all the way down to change the rotation to ‘smooth’.

Notation that rotation is not bound by default to Vive wands. Rotate Correct and Left can be institute in the radial menu. If you wish to bind rotation to a Vive touchpad, you lot must utilise the Vector2 ‘Rotate Only’ action. You cannot utilize Rotate Left/Rotate Right as DPad deportment. Complain to Valve.

Jumping

Jumping is bound by default to a controller button. You tin can also trigger a leap in roomscale by… jumping in roomscale. Make sure your height is calibrated and your room setup is correct to utilize this characteristic. Also ensure yous are friendly with your downstairs neighbors.

Walking Upwardly Blocks

Past default the vanilla ‘auto-bound’ setting is disabled due to making you feel like a kangaroo. In lieu, Vivecraft has a split up ‘Walk Upwards Blocks’ setting that will instantly teleport y’all up 1 block if you motion far plenty into it using either free-move, or simply walking in roomscale.

Sprinting

Vivecraft includes an Car-Sprint setting that volition activate sprint when a joystick or trigger is pressed far plenty. This frees up a push that would otherwise need to be dedicated to sprint. A sprint bounden is available if an alternate setup is desired.

An icon on the HUD will appear while sprinting as it is sometimes difficult to tell due to the lack of a FOV-shift.

Sneaking

Sneaking is jump past default to the controller, or information technology can be activated in roomscale by physically crouching down. Make sure you calibrate your pinnacle and that your room setup is correct to apply this feature.

While sneaking, an icon will announced on the HUD and the player arms will appear slightly translucent.

Climbing

Ladders and Vines tin be climbed in roomscale simply by touching and pulling yourself upwardly. You can also teleport your way up a ladder if you take vertical motion turned off. Vivecraft also includes some fun items for climbing any surface. Run into here.

Pond

Swimming using free-movement buttons works much like vanilla swimming.

When ‘swim-sprinting’ (a feature added in Minecraft 1.14), the player hitbox shrinks to less than 1 block high. The VR view will shift downwards to foreclose clipping into blocks. While this mode is active an icon volition appear on the HUD.

Vivecraft too has a ‘roomscale’ mechanic that allows swimming by performing a breast-stroke motility with the arms. With this feature enabled, buoyancy in water is a little dissimilar to better experience.

Flight

Elytra flight is left identical to vanilla. Simply indicate in the management you wish to wing. There is no roomscale mechanic to flying, the lawyers talked me out of it.

Riding

Mounting a vehicle (animals, boats, and minecarts) is done via correct-click as with vanilla.

A ‘roomscale dismount’ feature exists if you have un-bound the vanilla ‘dismount’ button (which is sneak). But walk away from the mount in room-scale and you lot should dismount it.

The ‘Vehicle Rotation’ option plant in the locomotion settings will dictate if your view turns equally your mount turns. You may wish to adjust this setting as it can cause motility sickness.

Boats can be rowed in roomscale by performing rowing motions.

Combat and Mining

Vivecraft has a mechanic for attacking and mining in roomscale. Impairment and reach is dependent on the item you are using, the situation you are in, and the settings. Some notes:

  • Roomscale mining is enabled but in survival game mode. This is a setting.
  • Roomscale mining is disabled with a sword or trident equipped.
  • You lot tin use either hand for mining or attacking, simply you will always crusade the harm value of the item in the chief hand. This is a Minecraft limitation. It’southward best to use the main mitt for your weapon.
  • Hit a block harder will cause more damage, to a signal.
  • The standoff for most items is at the tip of the item, approximately. Minecraft does not take a physics engine nor do mesh standoff.
  • Attacking achieve is greatly extended for monsters when using a sword or trident. This extra attain does non apply to players, blocks, or when wielding other items.

Vivecraft likewise has a roomscale bow mechanic. When a bow is equipped in either paw, the bow will appear in the offhand, and whatsoever available arrows in the right hand. Physically nock the arrow and hold the Assault button (usually right trigger) to draw the bow. Aim and release Set on to fire the bow.

Harm and Wellness

Since the HUD is sometimes difficult to look at in the heat of combat, a brief cherry-red tint is applied to the whole view while taking damage.

At low health a tedious crimson pulse is applied. It is more pronounced the closer you are to death.

Eating

Y’all can eat nutrient past bringing it up to your face up. Assuming y’all are hungry.

You can also beverage but be sure to turn the potable upside down. There are no straws in Minecraft.

VR Contextual Collaborate

In vanilla Minecraft, all interaction is done via left- or right-clicking the mouse and only affects the block or entity under the crosshair.

Vivecraft attempts to extend this as much every bit possible within the limits imposed by Minecraft networking.

The ‘VR Interaction’ system allows performing right-click deportment on blocks or entities not nether the crosshair, and with either paw.

When touching a cake or entity that supports a ‘correct-click’ activity, the VR Interact bindings on that controller will actuate. Past default, these are the grips and triggers. Clicking any of these bindings will perform a right-click on the touched object instead of the normal function.

When a block is touched that supports VR Interact, a white outline is drawn around the block. Right-click-able entities, such as mounts, do non accept such an outline, but in that location is a haptic crash-land sent to the controller when the binding activates.

Buckets can also be filled from either paw using VR Collaborate while dipped in water.

Switching hotbar slots uses the VR Interact binding on the main hand.

Other VR Features

The HUD

The normal Minecraft HUD volition announced in the world depending on your settings:

  • Manus
    placement will float higher up your offhand.
  • Wrist
    placement will put the HUD along the inside of your off-forearm. This is the default for continuing way.
  • Head
    placement volition put the HUD straight out from your view at all times. This is the default for seated mode.

Whatsoever in-game carte or screen that opens will e’er announced stock-still in a position merely in front of you. All screen interaction is done via the master hand arrow.

Some block or crafting screens, such equally for chests, crafting tables, etc. volition appear floating over the block.

You can change this in the HUD/GUI settings along with a variety of other options such equally fractional transparency and apoplexy.

The Hotbar

You can touch the hotbar slots to equip the item in that slot. This tin be turned off in HUD/GUI settings.

The newest versions of Vivecraft require a click to switch to the slot, as well as allowing an offhand swap.

Backpack Switching

Reaching behind your head with the primary controller will switch to the 1st hotbar slot (or back to the previous slot). Practiced for speedily switching to a weapon.

Reaching behind your head with the offhand controller will swap items betwixt your hands.

You can disable this mechanic in the Interaction Settings if desired.

The In-game keyboard

Vivecraft has a VR keyboard that tin can be used for typing into text boxes or pressing keyboard keys in-game. The keyboard should open automatically when clicking on a text box in Standing play fashion.

You tin can as well bring up the keyboard at any fourth dimension in-game with a
long press of the Game Menu binding. This can be rebound.

Vivecraft has 2 keyboard types available:
Concrete
and
Pointer. This can exist changed in HUD/GUI settings screen.

The physical keyboard allows typing by pressing 3D buttons.


The pointer keyboard allows typing with 2-handed laser-pointer interaction.


Rebindable actions are available for which controller buttons click on keyboard keys, or serve as modifiers like alt-, shift-, or ctrl-

The keys available on the keyboard tin can be changed by editing
.minecraft/optionsviveprofiles.txt. Look for the settings
KeyboardKeys:
and
KeyboardKeysShift:. The keyboard should support near Unicode characters.

The keyboard will brandish a warning if the game window needs focus to operate and it does not take it.

The Radial Card

The radial menu is bound by default to allow admission to several uncommonly used commands. The radial carte du jour can be customized in VR Settings. Any keybind can be assail the radial menu, and there are several options available to adjust how it behaves.

Quick Commands

Vivecraft adds a button to the Game Menu (pause menu) to access a set of pre-divers conversation or / commands to send to the server with a click. You can customize this list in the VR Settings menu. Handy for commonly used commands like /home or /gamemode. A set of defaults is provided. Praise the Dominicus!