RepoXR 1.0.0
R.E.P.O. VR Mod
RepoXR is a fully fledged R.E.P.O. VR mod that adds full 6-DoF motion controlled VR support to R.E.P.O.
The mod is powered by Unity's OpenXR plugin and is thereby compatible with a wide range of headsets, controllers and runtimes, like Oculus, Virtual Desktop, SteamVR and many more!
RepoXR is compatible with multiplayer and works in a lobby comprised of both flatscreen and VR players. Running this mod without having a VR headset will allow you to see the arm movements of any VR semibots in the same lobby, all while still being compatible with vanilla clients (even if the host is using no mods, though there is a small catch with that).
Discord Server
Facing issues, have some mod (in)compatibility to report or just want to hang out?
You can join the Discord Server!
Compatibility
At the time of writing, no explicit compatibility exists yet for RepoXR, so you will have to manually figure out what mod works in VR and which ones don't.
Installing and using the mod
It is recommended to use a mod launcher like Gale to easily download and install the mod. You can download Gale here. This mod can be found on thunderstore under the name RepoXR. You can also install the mod by manually downloading it in combination with BepInEx.
Running the mod using Gale can be done simply by clicking "Launch game", which will automagically launch the game with the installed mods.
For more information on using the mod, check out the RepoXR Thunderstore page.
Versions
Here is a list of RepoXR versions and which version(s) of R.E.P.O. it supports
RepoXR | R.E.P.O. Version |
---|---|
v1.0.0 | v0.2.0 |
RepoXR is also able to check hashes remotely, meaning newer R.E.P.O. versions might be supported even though they aren't listed here.
Install from source
The easiest way to install the mod is by downloading it from Thunderstore. You only need to follow these steps if you are planning on installing the mod by building the source code and without a mod manager.
To install the mod from the source code, you will first have to compile the mod. Instructions for this are available in COMPILING.md.
Next up you'll need to grab a copy of some Runtime Dependencies and the Asset Bundle. You can grab both of these from the thunderstore branch. You can also manually retrieve the Runtime Dependencies from a manually compiled Unity project.
You can also manually build an asset bundle by cloning the REPOVR-Unity project and building the assets using the Asset Bundle Browser.
Retrieving Runtime Dependencies and building the Asset Bundle from a Unity Project
You can skip this part if you have taken the runtime dependencies from the releases page.
First of all, start by installing Unity 2022.3.21f1, which is the Unity version that R.E.P.O. uses. Once you have installed the editor, clone the REPOVR-Unity repository and open it up in the Unity editor.
Once you have opened up the Unity editor, you can build the game to retrieve the runtime dependencies. These files will be located in the Build/<Project Name>_Data/Managed
directory. There you will need to extract the following files:
- UnityEngine.SpatialTracking.dll
- Unity.Mathematics.dll
- Unity.XR.CoreUtils.dll
- Unity.XR.Interaction.Toolkit.dll
- Unity.XR.Management.dll
- Unity.XR.OpenXR.dll
And from the <Project Name>_Data/Plugins/x86_64
directory:
- openxr_loader.dll
- UnityOpenXR.dll
To retrieve the asset bundle, open up the Asset Bundle Browser, and build the repoxrassets
bundle, which after built will be located in the AssetBundles/StandaloneWindows
directory (look for the repoxrassets
file, not the repoxrassets.manifest
file).
Install BepInEx
BepInEx is the modloader that RepoXR uses to mod the game. You can download BepInEx from their GitHub Releases (RepoXR currently targets BepInEx 5.4.21).
To install BepInEx, you can follow their Installation Guide.
Installing the mod
Once BepInEx has been installed and run at least once, you can start installing the mod.
First of all, in the BepInEx/plugins
folder, create a new folder called RepoXR
(doesn't have to be named that specifically, but makes identification easier). Inside this folder, place the RepoXR.dll
file that was generated during the COMPILING.md steps.
After this has been completed, create a new directory called RuntimeDeps
(has to be named exactly that) inside the RepoXR
folder. Inside this folder you will need to put the following DLLs:
- UnityEngine.SpatialTracking.dll
- Unity.Mathematics.dll
- Unity.XR.CoreUtils.dll
- Unity.XR.Interaction.Toolkit.dll
- Unity.XR.Management.dll
- Unity.XR.OpenXR.dll
These files should have been retrieved either during the Retrieving Runtime Dependencies step, or from grabbing them from the latest release.
Next up, grab the Asset Bundle from one of the releases (or from the Retrieving Runtime Dependencies) step, and place them into the same folder as the RepoXR.dll
file. This asset bundle file needs to be called repoxrassets
.
Finally, in the BepInEx/patchers
folder, also create a new folder called RepoXR
(again, doesn't have to be exactly named that). Inside this folder, place the RepoXR.Preload.dll
file that was also generated during the COMPILING.md steps.
In this folder, also create a new directory called RuntimeDeps
(again, has to be exactly named that), and place the following DLLs inside:
- openxr_loader.dll
- UnityOpenXR.dll
You can now run the game with RepoXR installed.
No packages depend on RepoXR.
.NET Standard 2.1
- BepInEx.Core (>= 5.4.21)
- UnityEngine.UI (>= 1.0.0)
- UnityEngine.Modules (>= 2022.3.21)
- Unity.XR.OpenXR (>= 1.10.0)
- Unity.XR.Management (>= 4.5.0)
- Unity.XR.LegacyInputHelpers (>= 2.1.10)
- Unity.XR.Interaction.Toolkit (>= 2.5.4)
- Unity.XR.CoreUtils (>= 2.3.0)
- Unity.TextMeshPro (>= 3.0.6)
- Unity.Rendering.PostProcessing (>= 3.4.0)
- Unity.RenderPipelines.Core (>= 14.0.11)
- Unity.InputSystem (>= 1.7.0)
- REPO (>= 0.2.0)
- PhotonUnityNetworking (>= 0.1.2)
- Newtonsoft.Json (>= 13.0.2)
- Facepunch.Steamworks (>= 2.3.3)
Version | Downloads | Last updated |
---|---|---|
1.0.0 | 5 | 06/26/2025 |