Files
Toastconcern--FrameStudio/README.md
T
ToastconcernandClaude Opus 4.8 64ad00fa1d Remove wall spots
Wall spots were markers for where SteamVR panels/windows could dock on a
home's walls (Meta's WallPlacementComponent). Removed the feature end to
end: the WorldWallSpot type and its JSON/binary serialization, the loader
that read WallPlacementComponent, auto-generation of spots and the hotspots
placed in front of them, the Studio editor's Wall Spot kind (Add menu,
properties, overlay draw, picking, selection, report), the debug overlay,
the home report counts, and the walktest viz. The PanelDock subsystem
(src/panel_dock.h) existed only to dock panels onto wall spots and is
deleted with its use in Frame Home's frame loop.

Baked scene format is bumped to v14: new bakes omit wall spots, and older
baked scenes still load (the wall-spot block is read past). Collision walls
(WorldCollider::Wall) are unaffected — only the panel-placement markers are
gone. Docs updated.

Note: the pre-existing FRAME_HOME_PC Windows build break in walkgrid.h
(the `near` macro) is unrelated and left as-is.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-10-21 23:22:34 -05:00

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7.5 KiB
Markdown

# Frame Studio and Frame Home
**Frame Home** makes your homes the Steam Frame's environment. Meta Quest homes (HSL, Clay `.opa`, glTF) and models
become Frame-native `.fenv` environments, drawn in SteamVR's compositor in place of its own environment: at boot,
behind the Steam menu and while games load. **Frame Studio** is the desktop editor for them, on Windows, Linux and
macOS. It opens Meta homes, `.fenv` environments and models (glTF, FBX, OBJ), shows them with the same renderer the
headset runs, and lets you edit, save and send them to the headset.
## Quick start
1. **Download** Frame Studio for your computer from the Releases page (**Latest build**, or a version release) and
unpack it. See [Getting started](docs/getting-started.md).
2. **Prepare the headset** once: developer mode, SSH and a key. See [Preparing the Steam Frame](docs/headset-setup.md).
3. **Install Frame Home**: in Studio, **Headset > Install on Steam Frame...**, then **Install Frame Home**.
See [Installing Frame Home](docs/install-frame-home.md).
4. **Open a home**: **File > Open...** and pick a Meta home `.apk`, a `.fenv` or a model.
5. **Send it**: **Headset > Send to Frame**. Put the headset on: you are standing in it.
## Downloads
Every push builds everything. The newest build of `main` is always on the Releases page as **Latest build**; tagged
versions (`v1.0`, ...) get their own release. Builds of other branches are under Actions (open a run, then
Artifacts).
| Computer | Frame Studio |
|---|---|
| Windows, 64-bit PCs | `FrameStudio-windows-x64.zip` |
| Windows, 32-bit | `FrameStudio-windows-x86.zip` |
| Windows on ARM (Snapdragon, Surface Pro X...) | `FrameStudio-windows-arm64.zip` |
| Linux, 64-bit PCs | `FrameStudio-linux-x64.tar.gz` |
| Linux, 32-bit | `FrameStudio-linux-x86.tar.gz` |
| Linux on ARM (Raspberry Pi 5, ARM laptops, the Steam Frame's desktop) | `FrameStudio-linux-arm64.tar.gz` |
| Mac with Apple Silicon (M1 and later) | `FrameStudio-macos-arm64.zip` |
| Mac with Intel | `FrameStudio-macos-x64.zip` |
| Frame Home only, installed from any computer | `FrameHome-installer.zip` |
| Frame Home for SteamVR on a Windows PC, without Studio | `FrameHome-PC-windows-x64.zip` (Studio's Windows x64 and Linux x64 downloads include it) |
Studio needs a GPU with Vulkan 1.2: any recent NVIDIA, AMD or Intel driver on Windows and Linux. On a Mac, Vulkan
runs on Metal through MoltenVK, which comes inside the app. The 32-bit builds have at most 4 GB to work in, so the
very largest homes may not fit.
## Highlights
**Frame Home (on the headset)**
- Takes SteamVR's environment slot natively: no app, no library entry, controllers and passthrough still work.
- An **Environments** panel in the Steam menu: switch homes live, delete them, change settings, debug views.
- Walk, teleport, snap or smooth turn, sit in seats, gravity zones, comfort vignette.
- Built for 120 fps: baked environments, eye-tracked foveation, auto resolution, per-world tuned settings, and a
thermal governor that keeps the headset cool.
- Safe: a compositor layer that steps aside if Frame Home stops, and a one-file off switch.
**On a PC with SteamVR (experimental, separate)**
- A PC-side compositor layer that aims to make your homes SteamVR's environment on a desktop PC, kept apart in
[`pc-streaming/`](pc-streaming/README.md). It is for a tethered PC headset; it does **not** work for the Steam
Frame, which renders its home on the headset itself.
**Frame Studio (on your computer)**
- Opens Meta homes (HSL, Clay, glTF), `.fenv` environments and Blender or Unity models; pairs rooms with vistas.
- Move, rotate, scale, hide and delete objects, with undo and auto-saved versions.
- Shape the walkable area: auto-generated surfaces, drawn floors, spawns, seats, hotspots, gravity zones.
- Add a background sound and a picture; set and calculate per-world settings.
- Saves baked `.fenv` files and leaves out what can't be seen; sends them to the headset in one click.
- Packs several environments into one `.fbundle` to share or install together ([bundles](docs/bundles.md)).
- Debug views (wireframe, meshes, GPU cost, overdraw), a home report, and the headset's settings and debug page
from your desk.
- A navigation gizmo in the viewport corner: drag it to orbit, click an axis to snap to that view.
- Themes, from dark to light, drawn from the MetaDB palette (**Window > Theme**).
## Guides
| Guide | What it covers |
|---|---|
| [Getting started](docs/getting-started.md) | Requirements, downloads, first launch, a 5-minute walkthrough |
| [Preparing the Steam Frame](docs/headset-setup.md) | Developer mode, SSH, keys, the `frame` address |
| [Installing Frame Home](docs/install-frame-home.md) | Three ways to install, updating, uninstalling, the off switch |
| [Using Frame Home](docs/using-frame-home.md) | The Environments panel, moving around, every setting |
| [Environments and .fenv](docs/environments-and-fenv.md) | The format, `fenv-tool`, per-world settings and tuning |
| [Performance](docs/performance.md) | Reaching 120 fps, checking it, fixing stutter |
| [Frame Studio guide](docs/studio-guide.md) | The Studio window, tools and panels |
| [Bundles](docs/bundles.md) | Several environments in one `.fbundle` |
| [Frame Home on a PC](pc-streaming/README.md) | Experimental PC-side layer (separate; not for the Steam Frame) |
| [Building from source](docs/building.md) | Building on each system, CI, the headset side |
| [Troubleshooting](docs/troubleshooting.md) | Symptoms and fixes, logs, the self-test |
## Building from source
Everything Studio needs is in `third_party/`; you need CMake 3.16+ and Ninja. In short:
| On | Command |
|---|---|
| Windows (Visual Studio 2022 with C++) | `studio\build_windows.bat x64` (or `x86`, `arm64`) |
| Linux, macOS | `scripts/build-studio.sh <target>...` or `scripts/build-studio.sh all` |
The headset side is built on the Steam Frame; a ready-built copy is in `frame/payload/`. Full details, prerequisites
and the CI: [docs/building.md](docs/building.md).
## Repository layout
| Path | What it holds |
|---|---|
| `studio/` | Frame Studio: `studio.cpp` (the editor), `platform*.{h,cpp}` (Windows, Linux, macOS), `frame_pacer.h` |
| `src/` | Shared engine: renderer (`hsl_renderer`), scene loading and baking, `.fenv`, walkable area, Frame Home (`main.cpp`), the Environments panel (`switcher.cpp`), `fenv-tool` |
| `layer/` | The Vulkan layer inside SteamVR's compositor that shows Frame Home in place of its environment |
| `frame/` | The headset payload and the stand-alone installers |
| `scripts/`, `cmake/` | Build script and the llvm-mingw toolchain file |
| `tools/`, `tests_loco/` | Test and measuring tools, movement tests |
| `third_party/` | Vendored libraries (each with its own license) |
| `docs/` | The guides |
## License
Frame Studio and Frame Home are licensed under the **GNU Affero General Public License v3.0**: see [LICENSE](LICENSE).
You may use, study, change and share them; if you share a changed version, or run one for others over a network,
its source must be available under the same license.
Vendored libraries in `third_party/` keep their own licenses (in each folder); Studio's interface font, Inter, is under
the SIL Open Font License (`third_party/inter/LICENSE.txt`). The home loaders in `third_party/qhe`
started from Quest Home Editor and keep its MIT license for the original code; see
[third_party/qhe/LICENSE.md](third_party/qhe/LICENSE.md).
Neither license covers Meta's homes or other assets: Frame Studio only works with files you already have, and no
Meta content is included in this repository or its downloads.