- ImGui's docking branch (1.91.5): the 3D Viewport, Outliner, Properties and Timeline are areas on a gutter, each with a header. Drag an area by its header's editor button to dock it elsewhere (as a tab, or splitting an area); click it to show another editor there. Layouts are kept between runs; Window > Reset Layout restores them. - Workspaces in the top bar: Layout, Walking, Headset. Ctrl+Space maximizes the 3D Viewport. - 3D Viewport header: Arrange / Draw Floor, View, Select, Add, Object menus, Global / Local, the world layer and shading (Material, Solid, Wireframe; GPU Cost, Overdraw, Leave Out in its menu). In the view: the toolbar (T), a chip naming the home and selection, navigation buttons under the axes, a sidebar (N: Item, Tool, View). - Properties: tabs as icons down its left edge (Object, World, Environment, Bundle, Headset); sections are panels on lighter boxes; labels right-aligned in a column. Sound is part of the Environment tab. - Timeline: transport in its header, a ruler in seconds with the playhead. Status bar: what the mouse does. - Keys: Shift+A add menu, X asks before deleting, F3 menu search, Alt+A, Space, Numpad 1/3/7 views, T, N. - Inter (SIL OFL) built in as the interface font; a palette of cool greys, one blue, Frame Studio's orange. - ImGui patches (marked Frame Studio): the submenu triangle, and dropdown arrows drawn small on the field. - Self-test: an area dragged to dock elsewhere, Reset Layout, workspaces, F3 (104/104). - Guides follow the new menus. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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
- Download Frame Studio for your computer from the Releases page (Latest build, or a version release) and unpack it. See Getting started.
- Prepare the headset once: developer mode, SSH and a key. See Preparing the Steam Frame.
- Install Frame Home: in Studio, Headset > Install on Steam Frame..., then Install Frame Home. See Installing Frame Home.
- Open a home: File > Open... and pick a Meta home
.apk, a.fenvor a model. - 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 |
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.
Frame Studio (on your computer)
- Opens Meta homes (HSL, Clay, glTF),
.fenvenvironments 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, wall spots, gravity zones.
- Add a background sound and a picture; set and calculate per-world settings.
- Saves baked
.fenvfiles and leaves out what can't be seen; sends them to the headset in one click. - Packs several environments into one
.fbundleto share or install together (bundles). - Debug views (wireframe, meshes, GPU cost, overdraw), a home report, and the headset's settings and debug page from your desk.
Guides
| Guide | What it covers |
|---|---|
| Getting started | Requirements, downloads, first launch, a 5-minute walkthrough |
| Preparing the Steam Frame | Developer mode, SSH, keys, the frame address |
| Installing Frame Home | Three ways to install, updating, uninstalling, the off switch |
| Using Frame Home | The Environments panel, moving around, every setting |
| Environments and .fenv | The format, fenv-tool, per-world settings and tuning |
| Performance | Reaching 120 fps, checking it, fixing stutter |
| Frame Studio guide | The Studio window, tools and panels |
| Bundles | Several environments in one .fbundle |
| Building from source | Building on each system, CI, the headset side |
| Troubleshooting | 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.
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. 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.
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.