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1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsYes—VRChat supports eye tracking through OSC (Open Sound Control), but it is not automatically enabled by every headset. A sender program must stream eye data to VRChat. Quest Pro’s native standalone eye-tracking route is a separate case: VRChat later disabled that feature indefinitely, while OSC eye tracking remained unaffected.
How eye tracking works in VRChat
VRChat’s documented general method is to receive eye-look and eyelid data over OSC. OSC must be enabled in VRChat’s Action Menu, and a separate sender application or program must transmit the data. The sender may come from a hardware maker or a community developer; VRChat describes this as an advanced feature rather than a universal plug-and-play option. See VRChat’s OSC eye-tracking documentation and its general OSC overview.
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The general OSC documentation lists default ports 9000 for receiving data and 9001 for sending data. A typical user does not need to build a sender from scratch if one is already available for their hardware, but the documentation does not establish that a compatible sender exists for every headset.
What eye data VRChat can receive
VRChat documents eyelid closure and several alternative eye-look formats. The listed OSC addresses and behavior are:
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| Input | What it controls |
|---|---|
/tracking/eye/EyesClosedAmount |
A value from 0 to 1 that controls the amount both eyes are closed. |
| Eye-look data | One selected format at a time: center pitch/yaw; center pitch/yaw with distance; center vector; center vector with magnitude; or separate left/right pitch/yaw or vectors. |
Only one eye-look address can be sent at a time. If eye-look data stops for ten seconds, VRChat returns to default automatic eye-look behavior; eyelid tracking has its own ten-second timeout and returns to automatic blinking. The documentation notes that separate per-eye winking was planned, but does not establish that it is currently available.
The coordinate conventions—Unity axes, rotation direction, and distances in meters—matter primarily to people implementing a sender. They do not mean that a headset’s tracker will work without suitable software translating its data into the format VRChat expects.
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Does eye tracking work on Quest Pro?
Quest Pro native standalone support is not the same as OSC support. VRChat’s 2023.2.1 release introduced native Quest Pro eye tracking, but a later note for version 2023.3.1p2 says the “Quest Pro Eyetracking” branch was “disabled indefinitely.” VRChat attributed the change to performance problems caused by additional software required by the Meta Quest Eyetracking SDK. The note explicitly says OSC eye tracking is unaffected. Read the 2023.3.1p2 release note and the 2023.2.1 release note.
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Accordingly, the release notes establish that the native Quest Pro route was disabled indefinitely at that time; they do not establish a later reactivation. Do not treat the Quest Pro’s built-in tracker alone as proof that native eye tracking is currently available in VRChat. The separate OSC route remains the documented general approach.
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- Make Interactions Real: Connect in VRChat like never before. With built-in eye tracking and low-light hand tracking; plus face and body tracker support, movement in VR is intuitive and lifelike.(2)(3)
- Immersive 5k Headset Display: The immersive display puts you right at the heart of the action with a 5K resolution of 2448 x 2448 pixels per eye, up to 120° field of view, and 90 Hz refresh rate.
- Personalize Your Fit: Auto-IPD adjustment aligns the XR headset's lenses with the centers of your pupils, giving your eyes the clearest, most comfortable viewing experience.(4)
Will your headset and avatar work?
Not necessarily. VRChat’s general headset guidance says other headsets that work with SteamVR may work, sometimes with community controller bindings, but that is not confirmation that their eye trackers are supported. Compatibility depends on a sender that can provide data in VRChat’s expected OSC format, as well as an avatar capable of using the incoming eye and eyelid behavior.
VRChat’s OSC resources list VRCFaceTracking alongside face-tracking tools and associate it with HTC Vive Pro Eye. This is a lead to investigate, not a guarantee of current compatibility, plug-and-play setup, or availability. VRChat does not provide a current device-by-device eye-tracking compatibility matrix in the cited documentation. See its OSC resources and supported-device guidance.
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The Quest Pro launch notes said existing avatar automatic eye-look setup should work, but that does not guarantee every avatar is configured compatibly. Eye-look and eyelid settings were separate, and VRChat also described privacy-related behavior when muted and a local indicator showing where the user’s eyes are looking. Those launch details should not be read as proof that the later-disabled native Quest Pro route is active.
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How to check whether your setup is viable
- Identify the route. Determine whether you expect a native standalone integration or an OSC sender. For Quest Pro, distinguish its built-in native route from OSC; the cited later release note says the native branch was disabled indefinitely.
- Confirm a sender for your hardware. Find documentation for software that can stream eye data from your specific headset to VRChat over OSC. A headset’s eye-tracking hardware or general SteamVR support alone is not enough.
- Enable OSC in VRChat. Use the Action Menu to enable OSC, then configure the sender according to its instructions. VRChat’s documented default OSC ports are 9000 receive and 9001 send; change them only if your sender or setup requires it.
- Check the avatar in VRChat. Confirm that its automatic eye-look and blinking behavior are configured as expected. Test eye-look and eyelid movement separately, since the inputs and timeouts are independent.
- Check whether data is still streaming. When a stream stops, eye-look and eyelids each revert to automatic behavior after ten seconds, which can make a connection problem look like ordinary avatar animation.
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