From the thumbnail I was really hoping he would do the reps while spinning <| sep |> Reminder for those of you who want to take advantage of the new category , you can check if the user is using a VR headset v i aAPIClassUserInputService ! The UserInputService also has things for Oculus Touch Vive Wands etc , using UserInputService . GetDeviceAcceleration UserInputService . GetDeviceGravity UserInputService . GetDeviceRotationnote UserInputService . GetDeviceRotation returns a Vector 3 controller positionVR Controller input is registered as standard gamepad input Input maps 101378 dtel and Oculus Touch Not yet mapped in R o b l o x e n g i n e s l a t e s tovrinputtouchpairvirtual . png . ~~ separator ~~ Remember to disable any GUIs you have if VR is enabled use clientside BrickGUI blocks based on your HMD rotation instead , since GUIs will lack depth and therefore look ' weird ' to VR users . Small edit It looks like there ' s a screen you can open with a button that stores all the GUIs . However , this screen is not visible by default and is always interacted with regardless of visibility , so please for the love of god don ' t put purchases behind buy button GUIs for Vivespecific places . ~~ separator ~~ Edit And the award for first game listed in Popular In VR goes to . . Uh . Well , they tried . Though I will admit the VR player count being separate from the desktop player count is a nice touch .