MCCVR Left-Handed Controls & Precision Settings (WIP)
MCCVR Left-Handed Mode, Precision Controls & Dual-Wield WIP (d77c9dd)
Experimental headset-tested snapshot. This is the latest development
build, published early as a progress checkpoint. Several additions work well,
but dual-wield projectile direction, title re-entry, and some all-title
handedness work remain unfinished. Keep your previous working build and config
backed up.
Recommended runtime setup: Virtual Desktop with its runtime set to SteamVR,
SteamVR Beta, and SteamVR selected as the active OpenXR runtime. Future work will
continue improving parity across runtimes. If using more than one monitor, menu selection may be affected. If this happens, make sure the game window is selected on the correct monitor, or try moving the game window between monitors. Also make sure “fit game window to screen” is enabled in the in-game VR menu.
The maintainer tested this exact build on Steam with SteamVR/OpenXR 2.17.8,
an Oculus-family headset at 120 Hz. Halo 3 left-handed play and the new menu
controls worked very well. Halo 2 and Halo 3 dual-wield weapon tracking worked,
but the bullets still followed the shared reticle in visible gameplay. Halo 2
did not fully switch its effective control layout in left-handed mode. Halo 3
also failed to return to stereo after leaving and re-entering the title. These
limitations are documented below rather than presented as completed features.
Downloads and exact identity
- Play the mod:
HaloMCCVR-d77c9dd-WIP-Test.zip - Matching source:
HaloMCCVR-d77c9dd-WIP-Source.zip - Source commit:
d77c9ddecc7c08a4cfde5fae2f9a358be82c0b16 - Build ZIP SHA-256:
0621FA02CD73B4FD5D3BEA7A1DA2551E1D1C0B8B4E13AD17BD52257CD961E6A2 - Source ZIP SHA-256:
57A62EFE9078586F5F102F5DB0ED77735CA29D1BE05C75AE216186594313CA67 - DLL SHA-256:
F47BAB363B359B2564A8DF30A3B8E2839BD90832D4D55D4E2BB6FF72374D5812
The release tag points to the exact source used by the tested DLL. The build ZIP
contains MELEE-CANDIDATE-NOTES.md and CANDIDATE-MANIFEST.json with the full
WIP status and file hashes.
Supported games and carried-forward features
| Title | This build |
|---|---|
| Halo 2 Classic and Anniversary | Stereo VR, 6DOF head/controller tracking, hands, aiming, world contact and physical melee; dual-wield tracking works, while independent visible projectile direction and complete left-handed controls remain WIP |
| Halo 3 | Existing VR support, hands/weapons, world contact, physical melee, vehicles, precision settings, and headset-confirmed left-handed control routing; title re-entry remains unreliable |
| Halo 3: ODST | Existing VR support, hands/weapons, corrected world contact, physical melee and first-person vehicles; secondary contact refinement included |
| Halo: Reach | Existing VR support, hands/weapons, refined world contact, physical melee, on-foot aiming refinements and first-person vehicles |
| Halo 4 | Experimental stereo VR, hands/weapons, HUD/reticle controls, world contact and physical melee |
| Halo: Combat Evolved | Not supported by this package |
Feature completeness varies by title. A shared F1 option does not prove that
every engine implements it identically.
What is new
- Adds a default-off Left-handed main weapon option under F1 > Weapon & Aim.
It swaps main/support controller poses, triggers, grips, velocity and haptics.
Halo 3 was headset-tested successfully, including its effective control swap. - Adds left/right arrow buttons to every VR settings slider. A click changes the
last displayed digit: 0.01 for two decimals, 0.001 for three decimals, and 1
for integer/percentage controls. Slider dragging remains available. - Moves trajectory pitch/yaw/roll controls into Crosshair settings. Visual
support-hand offsets no longer change the two-controller aiming line or grab
zone. - Extends the physical-melee threshold range to 0.30–10.00 m/s while retaining
the 5.00 m/s default. - Adds bounded world-contact release smoothing: at most 10 mm for 120 ms.
- Removes the explicit biped-only filter from physical-melee targets. The native
game still decides whether vehicles, shield generators, or other objects can
receive the authored damage response. - Adds Halo 3 secondary/unarmed physical-melee response selection with a local
stock fallback. - Adds ODST secondary-palette weapon bounds and contact samples.
- Adds optional H2/H3 independent dual-ray code and prevents H2/H3/ODST
secondary weapon presentation from coupling into two-handed support aiming.
The maintainer's visible test still produced one shared bullet trajectory, so
this is explicitly unfinished runtime work. - Adds a Halo 3 stale-camera retirement path intended to recover after level or
session transitions. The supplied test log proves cleanup still failed during
re-entry, so no complete recovery is claimed.
Install or upgrade manually
- Close MCC. Back up the existing
Halo_MCC_VRfolder and
halomccvr.cfgbefore upgrading. - Find the MCC installation folder containing the
MCCdirectory. On Steam,
use Manage > Browse local files. In the Xbox app, use
Manage > Files > Browse; the correct root is normally the game's
Contentfolder. - Create or open
Halo_MCC_VRin that root and extract the build ZIP there.
The active files areHaloMCCVR.dll,HaloMCCVRLauncher.exe, and
halomccvr.cfg. Do not extract the source ZIP into the game folder. - On an upgrade, keep your existing config so you retain your tuning. New
options can be changed in F1. On a fresh installation, use the included
config. - Start the VR connection and SteamVR with SteamVR selected as the OpenXR
runtime. Start Steam for the Steam edition, or sign into the Xbox app for the
Store edition. With MCC closed, runHaloMCCVRLauncher.exeand choose the
anti-cheat-disabled path. - Do not use the mod in anti-cheat-enabled matchmaking. Do not launch an older
halo3xrinjector alongside this build or rename MCC executables.
Publishing this release does not install anything automatically. To roll back,
close MCC and restore your backed-up DLL, launcher, and config.
Known issues and WIP features
- Dual-wield projectile direction: both guns can track their controllers,
but the tested bullets still followed one reticle trajectory. Independent
trajectories need further correction. A future setting will let players
choose between shared-reticle and independent per-hand trajectories. - Halo 2 left-handed mode: visual tracking changes, but the effective
control scheme did not swap completely in the maintainer's test. Other titles
besides the headset-confirmed Halo 3 path need direct testing. - Anatomical handedness: authored hand meshes and arm chains can appear on
the wrong side, cross, or seat incorrectly after role switching. - Halo 3 re-entry / flat mode: after leaving and re-entering Halo 3, stereo
could not be enabled. The log shows repeated optional-hook cleanup failures
and a stale mapping retirement. Restart MCC as the current workaround. A safe
retry/force-injection control is planned, but is not included here. - ODST/Reach/Halo 4 dual wield: ordinary-campaign acquisition and complete
independent presentation/firing are unfinished. - Snap turning: restoration remains unfinished in this snapshot.
- World contact and melee: Warthog/shield-generator damage is unconfirmed;
native damageability and authored responses still apply. Contact smoothing,
custom weapons, unarmed strikes and secondary responses need broader testing. - Weapon and reticle alignment: per-title/per-weapon tuning, close-range
parallax and gun-stock calibration remain in progress. - Halo 2 AI: the earlier perception/aim regression remains under
investigation. - Reach rendering reports: doubled effects, graphics-preset behavior and
clarity reports remain version- and mission-specific follow-ups; no new fix is
claimed here. - Hardware, OpenXR runtime, multiplayer/co-op, mission, vehicle, refresh-rate,
and long-session coverage is incomplete. MCC updates can invalidate native
signatures.
Validation
- Exact Release x64 package build passed.
- Both test targets passed, including native ImGui slider input tests.
- Reach consistency gate passed.
- Pinned Halo 3 dual-fire and melee-selection binding verification passed.
- Build ZIP contents match the embedded manifest; all 691 source archive files
match the tagged commit. - The user log identifies exact source
d77c9dd, Steam, SteamVR/OpenXR 2.17.8,
Oculus-family hardware and 120 Hz.
This is an unofficial derivative of
pancreations/Halo-MCC-VR, under
the original MIT license. It is not affiliated with Microsoft or Halo Studios
and contains no MCC game binaries or editing-kit assets.