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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 errorsThere is no documented Climbey procedure for calibrating Steam Frame eye-openness tracking. The available documentation identifies an eye-gaze interface and a separate Steam Link passthrough requirement for Climbey multiplayer; it does not describe eyelid-openness data, an openness setting, or calibration controls. If you mean gaze direction rather than how open your eyelids are, the key documented check is whether Climbey is streamed through Steam Link.
Eye gaze and eye openness are different
Eye gaze describes where a person is looking. Eye openness refers to how open the eyelids are. Valve’s Steam Frame custom-engine documentation says, “Our current support for eye tracking uses the XR_EXT_eye_gaze_interaction OpenXR extension.” That identifies the eye-tracking interface Valve documents; it does not establish that this interface exposes eyelid openness or that Steam Frame has an openness-calibration screen. Valve’s Steam Frame custom-engine documentation does not describe such a workflow.
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Climbey’s developer likewise describes eye-tracking support, not an eye-openness calibration feature. So if your issue is specifically an openness value or eyelid-based control, neither cited source provides a supported calibration procedure.
For Climbey multiplayer, use the documented Steam Link route
In a developer update dated 24 December 2025, Climbey’s developer said initial eye-tracking support was added for headsets with “SteamVR Link OSC-powered eye tracking passthrough.” The developer’s operational constraint was: “Eye tracking support in multiplayer will currently only work when Climbey is streamed via Steam Link, the Steam Frame does not currently broadcast the OSC data on itself, when it does it will automatically start working however!” Read the Climbey developer updates on Steam Community.
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That statement describes the developer’s then-current multiplayer path: Climbey runs on a PC and is streamed to the headset using Steam Link, with OSC-powered passthrough. It is a compatibility condition, not a calibration step. The wording is time-sensitive; later game or Steam Frame updates could change it.
PC streaming and running Climbey on the headset are not the same path
| Where Climbey runs | What the developer update establishes | What it does not establish |
|---|---|---|
| PC, streamed through Steam Link | The developer said multiplayer eye tracking currently works when Climbey is streamed via Steam Link, using OSC-powered passthrough. | An eye-openness calibration control or a calibration method. |
| Directly on Steam Frame | The developer said Climbey runs on-device through FEX and that Steam Frame did not currently broadcast the OSC data itself. | Local multiplayer eye-tracking support or a local calibration procedure. |
The same 24 December 2025 update says Climbey uses Unity 2019.4.41f2 and that a full-featured OpenXR APK build would require a major overhaul to a much newer Unity version. The developer said they would rely on FEX for on-device operation for the foreseeable future and generally recommended running Climbey on a PC, while noting on-device operation already worked and might improve. These implementation details explain why the PC-streaming and on-device paths differ; they do not prove anything beyond the developer’s explicit note about OSC broadcast. The update also mentions Steam Frame controller bindings and compatibility optimizations, which are separate from eye-openness calibration.
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What to check if tracking is not working
- Clarify what you expect to track. If you mean gaze direction, that is the eye-tracking function discussed in Valve’s documentation. If you mean eyelid openness, the cited Valve and Climbey documentation does not describe that metric or a way to calibrate it.
- For multiplayer gaze tracking, check the streaming route. Confirm Climbey is running on a PC and streamed through Steam Link, as specified in the developer’s 24 December 2025 update.
- If you already use that route and tracking still fails, stop short of guessing at settings. The cited sources give no further troubleshooting steps, calibration menus, sliders, or headset adjustments to try as official fixes.
- Check newer release notes for changes. The developer’s OSC-broadcast statement is explicitly about the current state described on 24 December 2025; later Climbey or Steam Frame updates may alter support.
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