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Yes—VRChat supports eye-look and eyelid tracking through OSC, but it needs a separate program to send tracking data to the VRChat client. That is different from a headset’s native integration. In particular, VRChat later disabled its native standalone Quest Pro eye-tracking branch indefinitely; its release note says OSC tracking was unaffected.
How eye tracking gets into VRChat
VRChat’s documented general method is Open Sound Control (OSC): a sender application streams eye-tracking values to the client. VRChat calls this an advanced feature, not a plug-and-play function. The sender may come from a hardware maker or the community; the official documentation does not establish automatic support for every headset. See VRChat’s OSC eye-tracking documentation.
To use OSC, enable it from VRChat’s Action Menu and run a sender that is configured to transmit data. VRChat’s OSC overview lists default receive and send ports as 9000 and 9001, respectively; a sender’s own setup instructions may determine how it should be configured. See VRChat’s OSC overview.
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The eye-tracking interface accepts eyelid closure and several eye-look formats. The sender must use only one eye-look address at a time.
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| Tracking input | What it controls |
|---|---|
/tracking/eye/EyesClosedAmount |
A value from 0 to 1 that controls the blink amount for both eyes. The documentation describes separate per-eye winking as planned, not as an established current feature. |
| Eye-look input | One supported 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. |
If the sender stops transmitting, the affected eye behavior returns to default auto-look and auto-blink after ten seconds. The timeout applies separately to eyelid and eye-look data. These formats, coordinates, and timing details are chiefly useful when configuring or creating a sender; they are not a guarantee that a particular headset will work automatically.
Does eye tracking work with Quest Pro?
There are two distinct routes to consider. VRChat’s 2023.2.1 release introduced native eye tracking for standalone Quest Pro, along with separate eye-look and eyelid settings. A later release note, for version 2023.3.1p2, says the native “Quest Pro Eyetracking” branch was disabled indefinitely because additional software required by Meta’s eye-tracking SDK caused significant performance problems. The same note explicitly says OSC eye tracking is unaffected. Read the 2023.3.1p2 release note alongside the 2023.2.1 release announcement.
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So the old native standalone feature should not be treated as currently available based on those release notes. The OSC route is a separate option, but it still depends on a suitable sender and setup; the release note does not establish a Quest Pro-specific sender or universal compatibility.
Headset and avatar compatibility
VRChat’s general headset guidance discusses supported headsets and notes that other devices that work with SteamVR may work, sometimes with community controller bindings. That is not confirmation that their eye trackers are supported. Check for a sender application that explicitly supports your headset and VRChat OSC before assuming the tracking data can be used. The supported-headsets documentation is about headset and control support, not an eye-tracking compatibility matrix.
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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)
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VRChat’s OSC resources list VRCFaceTracking among face-tracking tools and associate it with HTC Vive Pro Eye. This is a possible lead for further compatibility checking, not a guarantee of current plug-and-play operation. The available documentation does not establish a verified current sender version or device-by-device compatibility list. See VRChat’s OSC resources.
Avatar behavior is another part of the setup. The Quest Pro launch announcement said existing avatar automatic eye-look setup should work, but that does not prove every avatar is configured compatibly. A sender transmitting data and an avatar responding as expected are separate requirements.
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What to check before setting it up
- Choose the route: determine whether you expect native headset integration or OSC from a separate sender. The documented general route is OSC.
- Verify the sender: confirm that its documentation names your headset and VRChat OSC, and follow its configuration instructions.
- Enable OSC: use VRChat’s Action Menu, then confirm the sender is streaming to the client.
- Check avatar response: test eye-look and blinking separately; a working stream alone does not ensure every avatar is configured to animate correctly.
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