hazre-BigWalkVR icon

BigWalkVR

VR mod for Big Walk, unofficial BepInEx 6 port of CircuitLord's BigWalkVR mod

Last updated 5 hours ago
Total downloads 31
Total rating 2 
Categories Mods
Dependency string hazre-BigWalkVR-1.0.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755

README

BigWalkVR icon

BigWalkVR

A Big Walk mod that adds full SteamVR support: multiplayer-compatible stereo rendering, 6dof motion controls with grabbing and throwing, and spatial audio.

Very janky unofficial BepInEx 6 port of CircuitLord's BigWalkVR MelonLoader mod for Big Walk.

[!WARNING] CircuitLord's BigWalkVR is still in Alpha, so a lot of things might not be working correctly, Use at your own discretion.

[!NOTE] Only the player running VR needs this mod. Flatscreen players without the mod can still join but if it's installed, the VR player's tracked movement and hand poses sync through the multiplayer netcode.

Credits

All mod credits go to CircuitLord for making this awesome mod in the first place. This repository is purely a wrapper and shim with some patches to make it run under BepInEx.

The mod icon is the BigWalkVR icon from the BigWalkVRInstaller repository.

For anything related to the functionality of the mod itself, refer to the BigWalkVRInstaller repository and the Discord server listed there.

Installation (Manual)

  1. Install BepInExPack for IL2CPP.
  2. Download the latest release ZIP file (e.g., hazre-BigWalkVR-0.1.12.zip) from the Releases page.
  3. Extract the ZIP and copy the plugins folder and patchers folder to your BepInEx folder in your Big Walk installation directory:
    • Default location: C:\Program Files (x86)\Steam\steamapps\common\Big Walk\BepInEx\
  4. Start the game. If you want to verify that the mod is working you can check your BepInEx logs.

Port additions

The BepInEx port adds two conveniences the MelonLoader version doesn't have. Both are automatic but can be bypassed with manual launch arguments (see Configuration).

  • Automatic SteamVR session. A VR session starts automatically whenever SteamVR is running with a headset present (the vrserver process is up and a display is connected). Pass -bigwalkvr-vr to force a session instead, e.g. when launching without a headset attached.

  • Automatic DirectX 11. Unity selects the graphics API before BepInEx loads, so a plugin cannot switch it afterwards. When a VR session is needed and -force-d3d11 is missing from the launch arguments, the preloader relaunches the game once with the argument appended. Flatscreen players see no relaunch (it only triggers when SteamVR is running). If you prefer, pass -force-d3d11 yourself and the game boots straight into Direct3D 11 — the manual argument and the relaunch are mutually exclusive by design.

Configuration

Launch arguments:

  • -force-d3d11 — bypass the auto-relaunch: start in Direct3D 11 immediately (as in the MelonLoader version)
  • -bigwalkvr-vr — force a SteamVR session (needs DirectX 11); otherwise only automatic when a headset is detected
  • -bigwalkvr-network-observer — stay flatscreen; VR players' tracked movement syncs through netcode; also overrides automatic VR when a headset is present
  • -bigwalkvr-audio-diagnostics — Steam Audio performance diagnostics

Versioning

Port versions mirror the upstream release they port (e.g. port 0.1.12 == upstream 0.1.12); port-only fixes bump the patch digit.

Development

Install mise and run mise install to set up tools.

mise run build    # restore + build all plugin DLLs
mise run package  # build the Thunderstore zip into build/
mise run get-version

Run mise tasks to list all available tasks.

Upstream updates. New upstream BigWalkVR releases are applied automatically: the Update Upstream workflow checks hourly and opens a change request PR.

Release flow: mise run release (knope) and mise run publish (tcli + fnox).

License

This project is licensed under MIT License. See LICENSE for details.