Callbacks and Modules


In the previous example we wrote some code in the lovr.draw function to draw text on the screen. This is an example of a callback because we wrote a function and LÖVR "called back" into that function later. Defining a callback lets you specify how your project behaves when a specific event occurs.

In the previous example we also used the Pass:text function to render text to the screen. This is an example of using the module. LÖVR has several modules and each one contains functions related to a certain area of functionality. For example, there's the module for rendering graphics, the module for playing sounds, and the lovr.headset module for getting information about connected VR hardware.

We can define callbacks and call functions from modules to make things with LÖVR.


There are various callbacks that can be used for interesting things. Three of the most used ones are lovr.load, lovr.update, and lovr.draw. A simple project skeleton might look like this:

function lovr.load()
  -- This is called once on load.
  -- You can use it to load assets and set everything up.


function lovr.update(dt)
  -- This is called continuously and is passed the "delta time" as dt, which
  -- is the number of seconds elapsed since the last update.
  -- You can use it to simulate physics or update game logic.

  print('updating', dt)

function lovr.draw(pass)
  -- This is called once every frame.
  -- You can call functions on the pass to render graphics.


By filling in the different callbacks you can start to define the behavior of an app.

To see a list of all the callbacks and read more about their specifics, check out the "Callbacks" section on the sidebar.


You might be wondering what code to write in the different callbacks. Inside callbacks you'll often call into different modules to get LÖVR to do useful things.

A module is a plain Lua table that exposes a set of functions you can call. Each module is responsible for a specific area of functionality. Some modules are relatively low level and, though useful, they often aren't used in smaller projects. The most commonly used modules are:

  2. lovr.headset
  4. lovr.physics

Each module is described briefly below.

The graphics module is the most exciting module, and is also the largest. Most functions in should be used in lovr.draw, since that's where rendering happens.

lovr.draw receives a Pass object as an argument, which holds a list of rendering instructions. At the end of lovr.draw, everything drawn by the Pass will get sent to the display.

Pass has a set of handy graphics primitives for rendering basic shapes and text. These can be used to quickly prototype a scene without needing to create or load assets.

There are lots of different rendering-related objects that can be created using, such as Model, Texture, Font, Shader, and more. Every function to create a new object is prefixed with new, so to create a 3D model object you can use

Note: Creating graphics objects uses memory and can slow things down if done every frame. For this reason, it's recommended to create objects only once in lovr.load before using them!

Another important component of is graphics state. Pass has a number of state variables that can be changed, like the color of rendered objects, the font in use, or the coordinate system. These functions usually have prefixes of get or set, so to change the active color you can use Pass:setColor.

Finally, we'll talk about the coordinate system. LÖVR uses a 3D coordinate system with values specified in meters. Negative z values are in front of the camera, positive y values are above the ground, and negative x values are to the left. By default, the coordinate system maps to the VR play area, so the origin is on the ground in the middle of the play space.

You've already seen Pass:text, but here's another example:

function lovr.load()
  -- Load a 3D model
  model ='monkey.obj')

  -- Use a dark grey background, .2, .2)

function lovr.draw(pass)
  -- Draw the model
  pass:setColor(1, 1, 1)
  pass:draw(model, -.5, 1, -3)

  -- Draw a red cube using the "cube" primitive
  pass:setColor(1, 0, 0)
  pass:cube(.5, 1, -3, .5, lovr.timer.getTime())


The headset module lets you interact with VR hardware. You can get pose information for the HMD and controllers, and also query the input state of controllers to see if buttons are pressed. You can also retrieve information about the configured play area so you know how much available space there is to place objects.

Pose information consists of the position and orientation of a tracked device, which is useful because it lets you know where the device is and which way it's facing. To get the position of the HMD, you can call lovr.headset.getPosition which returns 3 numbers corresponding to an xyz position in 3D space. You can also call lovr.headset.getOrientation which returns four numbers representing a rotation in angle/axis format.

You can also pass the name of a hand to these functions to get the pose of a hand: hand/left or hand/right. The lovr.headset.isDown(hand, button) and lovr.headset.getAxis(hand, axis) functions can be used to figure out the state of buttons and other controls on the controllers.

Here's a simple example that draws a sphere in the "opposite" position of the headset:

function lovr.draw(pass)
  local x, y, z = lovr.headset.getPosition()
  pass:sphere(-x, y, -z, .1)

Sound can be played with Audio is spatialized, so sounds can have positions and directions, which are used to make things sound realistic as the headset moves and rotates.

Each instance of a sound is called a Source. To create a sources, use and pass it an ogg file. You can then call play on the source to play it.

function lovr.load()
  ambience ='background.ogg')

See the Source page for more information.


Adding a physics simulation to a scene can make it feel more realistic and immersive. The lovr.physics module can be used to set up a physics simulation.

Note: Physics engines can be tricky to set up. There are lots of knobs to turn and it may take some tweaking to get things working well.

The first step to creating a simulation is to create a World using lovr.physics.newWorld. After a world is created you can add Colliders to it, using functions like World:newBoxCollider or World:newCylinderCollider. Each collider represents a single entity in the simulation and can have forces applied it. The world should be updated in lovr.update using the dt value.

Here's an example that makes a tower of boxes that you can knock down with controllers:

function lovr.load()
  world = lovr.physics.newWorld()

  -- Create the ground
  world:newBoxCollider(0, 0, 0, 5, .01, 5):setKinematic(true)

  -- Create boxes!
  boxes = {}
  for x = -1, 1, .25 do
    for y = .125, 2, .25 do
      local box = world:newBoxCollider(x, y, -1, .25)
      table.insert(boxes, box)

  -- Each controller is going to have a collider attached to it
  controllerBoxes = {}

function lovr.update(dt)
  -- Synchronize controllerBoxes with the active controllers
  for i, hand in ipairs(lovr.headset.getHands()) do
    if not controllerBoxes[i] then
      controllerBoxes[i] = world:newBoxCollider(0, 0, 0, .25)

  -- Update the physics simulation

-- A helper function for drawing boxes
function drawBox(pass, box)
  local x, y, z = box:getPosition()
  pass:cube(x, y, z, .25, quat(box:getOrientation()), 'line')

function lovr.draw(pass)
  pass:setColor(1.0, 0, 0)
  for i, box in ipairs(boxes) do
    drawBox(pass, box)

  pass:setColor(0, 0, 1.0)
  for i, box in ipairs(controllerBoxes) do
    drawBox(pass, box)

Next Steps

To explore a module or callback in more detail, see the reference page for the lovr global.

There are also a number of Libraries you can use that may come in handy.