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vrcollab

Self-hosted multiplayer VR β€” your own metaverse server. WebRTC SFU Β· Real-time pose sync Β· Spatial audio Β· Asset CDN Β· Unity + Unreal SDKs.



πŸ₯½ Why vrcollab?

Photon costs money. Mirror requires you to host. Unity Multiplayer keeps shutting down. Building your own VR multiplayer from scratch takes 3 months.

vrcollab is the open-source, self-hosted answer:

  • 🌐 Up to 50 concurrent users per room (tested on a single 4-vCPU VPS)
  • πŸŽ™οΈ Spatial voice via WebRTC (LiveKit-compatible SFU)
  • 🀸 Sub-60ms pose sync at 90Hz for hand + head tracking
  • πŸ“¦ Built-in asset CDN with on-demand streaming
  • πŸ—οΈ Drop-in SDKs for Unity, Unreal Engine 5, and WebXR
  • πŸ”’ End-to-end encryption optional
  • πŸ›‘οΈ Anti-cheat hooks built into the protocol

⚑ Quick Start

1. Run the server

git clone https://github.com/kasimmj/vrcollab
cd vrcollab
docker compose up -d

You now have:

  • Signaling/room manager at :7880
  • SFU media servers at :50000-50100/udp
  • Asset CDN at :8080
  • Admin dashboard at :7881

2. Drop the SDK into your project

Unity:

# Add via Unity Package Manager
git+https://github.com/kasimmj/vrcollab.git?path=/sdks/unity
using VRCollab;

var room = await VRCollabClient.JoinRoom("metaverse-hilla", playerName: "Kasim");
room.OnUserJoined += user => Debug.Log($"{user.Name} joined");
room.OnUserPose += pose => UpdateAvatar(pose);

Unreal Engine 5: Drop the VRCollab plugin into Plugins/, then:

#include "VRCollabSubsystem.h"

auto* VRC = GetGameInstance()->GetSubsystem<UVRCollabSubsystem>();
VRC->OnUserJoined.AddDynamic(this, &AMyGameMode::HandleUserJoined);
VRC->JoinRoom("metaverse-hilla", "Kasim");

WebXR:

import { VRCollab } from '@vrcollab/client';
const room = await VRCollab.join('metaverse-hilla', { name: 'Kasim' });

πŸ—οΈ Architecture

                β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
                β”‚           SIGNALING LAYER (Go)          β”‚
                β”‚  Room manager Β· auth Β· token issuance   β”‚
                β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                              β”‚
                  β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
                  β”‚                       β”‚
              β”Œβ”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”         β”Œβ”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”
              β”‚  SFU #1  β”‚ ... N   β”‚  SFU #N   β”‚
              β”‚ (Pion)   β”‚         β”‚  (Pion)   β”‚
              β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”˜         β””β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”˜
                   β”‚                     β”‚
              β”Œβ”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”
              β”‚       VR Clients (Unity/UE)     β”‚
              β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

         β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”   β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
         β”‚  Asset CDN   β”‚   β”‚   Postgres   β”‚
         β”‚  (S3/MinIO)  β”‚   β”‚  (rooms/users)β”‚
         β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜   β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
  • Signaling: custom Go service over WebSocket β€” issues JWTs, manages room state
  • SFU: Pion (Go) β€” relays audio + low-bandwidth pose streams between peers
  • Asset CDN: MinIO + on-the-fly transcoding for textures and meshes
  • DB: Postgres for room metadata, user accounts, and audit logs

πŸŽ™οΈ Spatial Audio

Audio is positioned in 3D space using HRTF (Head-Related Transfer Function) on the client. The server only routes streams β€” it doesn't process audio.

Configuration:

audio:
  spatial: true
  hrtf_dataset: "ircam-2024"      # or "mit-kemar"
  max_distance: 30.0              # meters before silence
  rolloff: "inverse"              # "linear" | "inverse" | "exponential"
  voice_codec: "opus"             # 16kHz mono, 32kbps

🀸 Pose Sync Protocol

vrcollab uses a custom binary protocol over WebRTC data channels for pose sync. Every 11ms (90Hz), each client sends:

PoseFrame {
  user_id:    u32
  timestamp:  u64 (microseconds since session start)
  head:       Pose (position + rotation)
  left_hand:  Pose
  right_hand: Pose
  body_ik:    [16 Γ— Pose]  (optional, for full-body)
  voice_amp:  f32          (for lip sync)
}

Total: ~120 bytes per frame, ~88 Kbps per user. The server uses dead reckoning to predict missed packets and delta encoding to reduce bandwidth by ~60%.


πŸ›‘οΈ Anti-Cheat Hooks

vrcollab provides protocol-level hooks:

  • Server-side teleport validation β€” refuse poses with sub-second jumps > 5m
  • Voice amplitude clipping β€” prevent voice volume exploits
  • Rate limiting per RPC, per user
  • Replay protection via sequence numbers + timestamps

Game-specific anti-cheat (aimbot detection, animation cancels) is up to your SDK integration.


πŸ“Š Capacity & Performance

Benchmarked on a 4-vCPU 8GB VPS (single node):

Metric Value
Max concurrent users in one room 50
Max simultaneous rooms 200
Total bandwidth at 50 users ~5 Mbps
End-to-end pose latency (LAN) 22ms
End-to-end pose latency (WAN US-EU) 95ms
Audio glass-to-glass latency 110ms

For larger deployments, vrcollab supports horizontal SFU scaling β€” add more sfu containers.


βš™οΈ Configuration

config.yaml:

server:
  signaling_port: 7880
  admin_port: 7881
  jwt_secret: "${JWT_SECRET}"

sfu:
  rtp_ports: 50000-50100
  ice_lite: false
  external_ip: "${PUBLIC_IP}"

rooms:
  default_capacity: 30
  max_capacity: 100
  idle_timeout: 5m

assets:
  cdn_url: "https://assets.your-domain.com"
  storage: "s3://your-bucket"
  cache_ttl: 24h

auth:
  provider: "jwt"           # or "oauth", "anonymous"
  oauth:
    providers: [google, github]

🌐 Use Cases

  • Collaborative design β€” architects walking clients through buildings
  • Remote education β€” instructors teaching in shared 3D spaces
  • VR film production β€” directors blocking scenes with remote crew
  • Multi-user training simulations β€” medical, industrial, military
  • Social VR communities β€” your own VRChat/Rec Room alternative
  • Real-time motion capture β€” sharing performances between studios

πŸš€ Roadmap

  • Core signaling + SFU
  • Unity SDK
  • Unreal Engine 5 SDK
  • WebXR client
  • Avatar system (Ready Player Me integration)
  • Full-body IK over the wire
  • Recording + playback (.vrcap files)
  • Federation (rooms across multiple servers)

πŸ“œ License

Apache-2.0. See LICENSE.


Star ⭐ to build your own metaverse.

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