#VR Viewer
Walk your event before you build it — straight from the browser, no app install.
Every EVT3D viewer link works in VR. Open the link in a Meta Quest, tap Enter VR, and you're standing inside the design at full scale. Walk the aisles, step onto the stage, look up at the truss, sit in row twelve and check the sightline. It's the same scene your client sees in the browser — just rendered in stereo around your head.
#What it does
- One link, two ways to view. Any project's viewer URL gains an Enter VR button when it's loaded in a VR-capable browser. Desktop visitors see the normal 3D viewer; headset visitors get an immersive walkthrough.
- No install, no sideloading. Works through the Quest browser. Send the link, put on the headset, you're in.
- Smooth walking. Push the left stick to walk in any direction. Click the stick in to sprint. The A button jumps.
- Teleport when you'd rather skip. Push the right stick forward and a blue arc shows where you'll land. Release the stick to jump there. Push the stick sideways for a snap-turn.
- Natural floor handling. Walk up stairs, ramps, and risers and you step up with them — anything up to about 14 inches (35 cm) at a time. Walk under an arch and you stay on the ground instead of getting pinned to the roof. For a taller deck, take the stairs or teleport onto it.
- Real scale. The scene is rendered in meters, so what you experience in the headset matches the real venue. A 4-foot deck feels like a 4-foot deck.
- Controller and hand models. Your hands or controllers render in front of you so you can orient yourself naturally in the space.
- Exit cleanly. Tap Exit VR and the same browser tab returns to the normal 3D view with all its controls back.
#How you use it
- Open the link on a Quest. From your headset's browser, paste in any EVT3D viewer or share link.
- Tap Enter VR. Top right corner of the viewer. The button only appears on hardware that supports it, so you'll see it on Quest 3, Quest Pro, Vision Pro, and other WebXR headsets — and on a desktop browser only when a PC VR headset is connected — but not on an ordinary phone.
- Walk the room. Use the left stick to move in the direction you're facing. Push the stick in to sprint. Press A to hop over a small obstacle.
- Teleport across distance. When you want to skip across the room — to the back of house, up onto the stage, into the VIP pod — push the right stick forward, aim the blue arc where you want to land, and release.
- Snap-turn. Push the right stick left or right to rotate your view in 45° increments. Easier on the inner ear than swiveling in your chair.
- Stand on the stage. Walk up the stage stairs or ramp — or teleport straight onto the deck. Look out at the audience the way a presenter would.
- Sit in the audience. Walk into the seating bank, stop where you want to be, and look at the stage. Use this to check sightlines, signage legibility, and IMAG placement from the actual seat.
- Exit VR. Tap the button again (it now reads Exit VR). You're back in the regular 3D view of the same scene.
#Who uses it
- Designers and producers pressure-testing scale and sightlines before load-in.
- Clients who want to feel the room rather than read a render.
- Technical directors confirming clearances, walkways, and overhead heights against what the venue actually allows.
#Why it matters
A flat render shows you what the room looks like. A VR walkthrough shows you what it feels like — the scale of the truss above you, the distance between rows, whether the keynote LED wall reads from the back of the room. It catches the kind of mistakes you only notice when you're standing in the space.