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UEVR: inject with Frame Control's own script instead of UEVR's GUI injector
UEVR's .NET injector, driven with XSendEvent, injected in only 6 of 8 cold starts on the Frame: in bad sessions every new injector ignored input or never showed a window. start() now runs frame_inject.py under python.org's embeddable Python (pinned SHA-256) in the game's Wine session, repeating the frontend's own Inject steps: nullify VR plugins, load openvr_api.dll, set Frontend_RequestedRuntime, load UEVRBackend.dll. Verified 9/9 cold starts in 33-35 s and a clean UI install/play/remove cycle. No .NET download any more (47 MB installed instead of about 190 MB). Also from the SWE-2 Max review: one mod action at a time (flock), a download size cap, errors always reported as JSON, a receipt can't name another app's prefix, 0 frames counts as an answer, and a longer server timeout for start. Part of #26. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -670,8 +670,9 @@
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<h2 id="modTitle">Play in VR with UEVR</h2>
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<p id="modState" class="sub"></p>
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<p class="sub">UEVR by praydog turns many Unreal Engine games into VR games. Frame Control downloads
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the official UEVR 1.05 release and Microsoft's .NET 6 runtime it needs (about 70 MB), checks their hashes,
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and keeps them in this game's Proton prefix, not the game's folder. Remove takes them out again.</p>
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the official UEVR 1.05 release and python.org's Windows Python, which it uses to load UEVR into the game
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(about 20 MB), checks their hashes, and keeps them in this game's Proton prefix, not the game's folder.
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Remove takes them out again.</p>
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<p class="sub">Tested on the Frame with one game so far. Whether a game looks and plays right in VR varies;
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UEVR's own menu in the headset has the per-game settings.</p>
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<div class="row rep-actions"><span class="sub" id="modMsg"></span><span class="spacer"></span>
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