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This property describes whether the user is using a virtual reality (VR) device.

If a VR device is enabled, you can interact with its location and movement through functions such as UserInputService/GetUserCFrame``. You can also react to VR device movement using the UserInputService/UserCFrameChanged` event.

local userInputService = game:GetService("UserInputService")

local isUsingVR = userInputService.VREnabled
if (isUsingVR) then
    print("User is using a VR headset!")
    print("User is not using a VR headset!")

As UserInputService isclient-side only, this property can only be used in a LocalScript.

See this article for VR best practices.

See also

  • VRService
  • Camera/HeadLocked
  • UserInputService/GetUserCFrame
  • UserInputService/UserCFrameChanged

Code Samples

VR Head Tracking

This example demonstrates how to implement a head tracking script that mirrors the movement of a virtual reality (VR) headset (the user’s actual head) to their in-game Player/Character|character’s head.

The example first check if the user is using a VR device by checking the value of the UserInputService/VREnabled|VREnabled property. This example only works if the user is using a VR headset.

To determine the initial DataType/CFrame of the character’s head, the code sample calls UserInputService/GetUserCFrame|GetUserCFrame and passes Enum/UserCFrame|Enum.UserCFrame.Head as the argument.

To update the head’s CFrame whenever the user’s VR headset moves, the example connects the UserInputService/UserCFrameChanged event to the TrackHead() function. When the event fires to indicate that a VR device moved, TrackHead() checks if the headset moved. If the headset moved, the function updates the CFrame of the character’s head to the DataType/CFrame value provided as an argument.

As the UserCFrame enum also tracks VR left and right hand devices, the concept of VR device tracking can be expanded to other character bodyparts.

In order for the example to work as expected, it must be placed in a LocalScript.