Cobblemon VR is a full VR gameplay expansion for Cobblemon + Vivecraft, built around one idea:
Pokémon interactions should feel physical.
Not keyboard shortcuts.
Not “look at something and press a button.”
Not a flat-screen game floating inside a headset.
Actual motion-controlled Pokémon gameplay.
Cobblemon VR adds a dedicated VR interaction layer on top of Cobblemon using Vivecraft's tracked headset and motion controllers.
The goal is to make the world feel less like:
Minecraft with Pokémon
and more like:
Reach toward your hip.
Feel your controller pulse.
Grab your Pokémon's Poké Ball.
Hold it in your hand.
Throw it into the world.
Watch your Pokémon appear.
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Cobblemon VR is currently in active development.
The current builds focus on building the physical foundation first.
Your Pokémon party is represented around your VR body.
3 Poké Ball slots on your left hip.
3 Poké Ball slots on your right hip.
Each Pokémon uses the actual Poké Ball type it was caught in.
That means:
Poké Ball
Great Ball
Ultra Ball
Luxury Ball
Premier Ball
and other supported Cobblemon ball types
Your party is not represented by fake duplicate Pokémon or generic VR objects.
It uses your real Cobblemon party data.
Move your controller toward one of your party balls.
When your hand enters its interaction area:
you feel it.
Grab the ball using your VR controller and it becomes attached to your physical hand.
Move your hand.
The ball moves with you.
No Minecraft crosshair required.
No mouse required.
No keyboard required for the physical interaction.
Throwing is based on your actual controller movement.
The mod tracks:
hand position
controller direction
recent motion
throw velocity
throw strength
A small toss behaves differently from a full throw.
Where you physically throw matters.
When a party Poké Ball reaches its destination, Cobblemon VR uses the real Pokémon from your real party.
No fake copy.
No duplicate Pokémon.
No separate VR creature system.
Your Pokémon remains fully controlled by Cobblemon's normal systems underneath.
Cobblemon VR uses Vivecraft for real VR tracking.
That includes:
Head tracking
Left controller tracking
Right controller tracking
Hand position
Controller orientation
Motion velocity
Room-scale movement
VR interaction inputs
Haptic feedback
Multiplayer VR pose data
The project is being built around native VR motion, not keyboard emulation pretending to be VR.
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The intended interaction is simple:
See your party balls.
↓
Move your physical hand toward one.
↓
Feel the haptic response.
↓
The Poké Ball appears in your hand.
↓
Swing your arm and release.
↓
That's the experience this mod is being built around.
Cobblemon VR is not trying to replace Cobblemon.
Cobblemon remains responsible for:
Pokémon
Stats
Levels
Moves
Abilities
Party data
Battles
Capture calculations
Storage
Progression
Pokémon ownership
Cobblemon VR changes how you physically interact with those systems.
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This mod is still experimental.
Things may break.
Things may move.
Things may look extremely cursed for one build and much better in the next.
Current development is heavily focused on real-headset testing, including:
VR body positioning
Hip placement
Controller alignment
Poké Ball scale
Grab detection
Throw feel
Haptics
Stereo rendering
Multiplayer synchronization
If you're expecting a completely finished VR conversion today:
this isn't there yet.
If you want to watch and test a real Cobblemon VR system being built from the ground up:
welcome.
The following features are planned as the physical foundation becomes stable.
Grab real Poké Balls from your inventory.
Throw them using actual motion controls.
Miss?
The ball can hit the ground.
Bounce.
Roll.
And eventually:
Planned options include configurable aim assistance ranging from:
Off → Low → Medium → High
So players can choose between raw physical accuracy and a more forgiving VR experience.
Hold your Pokémon's Poké Ball.
Point it toward your Pokémon.
Press the VR trigger.
A recall beam shoots from the actual ball in your hand and returns your Pokémon.
No face-mounted crosshair required.
Have one Pokémon already out?
Grab another ball.
Throw it.
Your current Pokémon is recalled and the new one enters the field.
Battles will remain turn-based, just like normal Cobblemon.
But instead of relying entirely on flat Minecraft menus, the goal is a floating VR battle interface.
Point your controller at:
FIGHT
POKÉMON
BAG
RUN
Select moves directly in VR.
Switch Pokémon using your physical party balls.
Eventually:
Grab a potion.
Hold it in your hand.
Use it directly on your Pokémon.
Cobblemon handles the actual healing.
VR handles the physical interaction.
Hold a TM in VR.
Use it on your Pokémon.
Open the proper move-learning interaction.
Still using Cobblemon's real move rules underneath.
Future shop interfaces are planned to feel like actual VR spaces rather than flat menus.
Grab merchandise.
Point at items.
Interact naturally.
Buy Poké Balls and supplies through the real game systems.
Future physical interaction systems may include:
Petting
Feeding
Hand proximity reactions
Pokémon looking toward your hand
Haptic contact feedback
Physical held-item interaction
Cobblemon riding will be adapted carefully for VR comfort.
The goal is to preserve the natural feel of Vivecraft riding rather than forcing your headset to rotate with the Pokémon.
VR comfort comes first.
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Cobblemon VR is being designed with multiplayer support from the beginning.
Other VR players should eventually be able to see:
Your tracked hands
Your head movement
Your party balls
You grabbing a ball
Your throwing motion
The ball traveling through the world
Pokémon send-out effects
Recall effects
Physical item interactions
Important gameplay state remains server-authoritative where appropriate.
That means another player shouldn't be able to simply tell the server:
“Trust me bro, I caught Mewtwo.”
Current target:
Minecraft Java Edition: 1.21.1
Loader: Fabric
Cobblemon: 1.8.1
Vivecraft: 1.21.1 / 1.3.15
Fabric API: Required
Java: 21
A Vivecraft-compatible VR headset and motion controllers are required for the full physical experience.
This is an experimental VR mod.
Expect:
Bugs
Broken offsets
Controller weirdness
Rendering issues
Balance changes
Features being redesigned
Occasional absolutely cursed Poké Balls
Real hardware testing is actively shaping development.
Useful bug reports are extremely valuable, especially reports involving:
Belt placement
Controller alignment
Throw direction
Throw strength
Ball rendering
Haptics
Multiplayer behavior
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Imagine this:
You walk through the world.
A wild Pokémon appears nearby.
You look down at your belt.
Six Poké Balls sit around your hips.
You reach down.
Your controller gives a small pulse.
You grab one.
The ball clicks into your hand.
You raise your arm.
You throw.
The ball spins through the Minecraft world.
It opens.
Light flashes across the battlefield.
And your Pokémon appears in front of you.