The Zoe app is available for most VR headsets on the market:
- Standalone headsets: Oculus Quest / Quest 2.
- Tethered headsets (Windows PC required): Oculus Rift / Rift S, Vive, WMR headsets.
The Zoe app is available in English. It is, however, possible to create experiences in other languages using either text* or voice recording.
* The built-in virtual keyboard currently has limited support for special characters.
In the Zoe app, you can create scenes and change the background environment for each. You can place 3D models from a local library (no internet required) and from the Google Poly library (internet required) in your scene. You can rotate, resize, or lock each model, as well as define which are affected by gravity, collisions, or can be grabbed. You can record voice clips, and launch them using interactions. You can create as many interactions you need for each scene. Each interaction uses a combination of Conditions and Actions. At any time, you can playtest your experience by entering Play Mode.
A complete list of the app’s current features is available in the documentation.
Zoe for Unity
Zoe for Unity is available for both Windows and macOS*. Being a plugin, it needs Unity to run. When installed, Zoe for Unity adds direct compatibility to the following VR headsets:
- Oculus Rift / Rift S, Vive, WMR headsets, Oculus Quest / Quest 2 using the Oculus Link cable.
Any project can then be exported as an app compatible with the aforementioned VR headsets.
* Though you can technically use Zoe for Unity on a Mac, you may not be able to playtest your experience in a VR headset because of limitations of the platform. We recommended the use of a VR-ready PC for optimal results.