跳到主要内容

WYVRN SDK for Razer Indie Lab Users

If you are part of Razer Indie Lab, your integration flow is different from the standard WYVRN SDK flow. You do not need the WYVRN team to design Chroma animations or haptic effects for your game, and you do not need to wait for a kickoff to start.

With the WYVRN SDK you can add haptic feedback and RGB lighting to your game using the WYVRN Effects Library, our growing collection of ready-made Chroma and haptic effects. There are no effects to design, no assets to import, and no configuration to write. You name the moments in your game where you want feedback, point them at a library effect, and they play.

For the full Indie Lab program guide, including co-marketing and the required in-game logo toolkit, see the Razer Indie Lab Developer Guide.

Getting Started

1. Select the SDK for your engine

The WYVRN SDK is available for Unreal, Unity, and C++. See Downloads for every version, or go straight to the guide for your engine:

Razer Synapse 4 and the Chroma App are required. If you do not have Chroma hardware, you can use the Chroma Emulator.

2. Initialize the SDK with the Game category

When you fill in AppInfo, set Category to 0x02 for Game so the Razer Chroma App sees your application as a game. 0x01 is for utility applications and is not what you want for a game.


APPINFOTYPE appInfo = {};
wcscpy_s(appInfo.Title, 256, L"Your Game Title");
wcscpy_s(appInfo.Description, 1024, L"Your Game Description");
wcscpy_s(appInfo.Author.Name, 256, L"Your Studio");
wcscpy_s(appInfo.Author.Contact, 256, L"Your Website or Email");

// 0x01 = Utility application
// 0x02 = Game
appInfo.Category = 0x02;

RZRESULT result = WyvrnAPI::CoreInitSDK(&appInfo);

Setting the category to Game is what makes the Razer Chroma App recognise your application as a game rather than a utility. Your title, description, and author details also appear in Synapse and the Chroma App. See the guide for your engine for the exact syntax.

3. Set event names (triggers)

Call SetEventName at the moments where you want feedback, such as a jump, a hit, a heal, or a reload.


UWyvrnSDKPluginBPLibrary::SetEventName("@Heal");


WyvrnAPI.CoreSetEventName("@Heal");


WyvrnAPI::CoreSetEventName(L"@Heal");

You do not need a WYVRN configuration file. Library event names are resolved against the generic event database that Synapse distributes to end users, so the effects are already on your players' machines.

4. Add effects from the WYVRN Effects Library

The interactive gallery shows every available event with Chroma and haptic previews. Find an effect that matches your game moment, use the copy button to generate the call for your engine, and paste it into your code.

The Effects Library documentation has the full event reference and the event naming conventions, including how to trigger only the haptic or only the Chroma half of an effect with _Haptic and _Chroma, and how to start and stop looping effects with _ON and _OFF.

New events added to the library are distributed to end users automatically.

5. Questions?

Ask us on Discord.

What Else Applies to You

Everything on the WYVRN SDK page from Overview onward applies to Indie Lab developers, with one exception. The WYVRN SDK Library & Integration Process section describes the collaborative design workflow for partnered titles, including event design sessions, revision rounds, and QA support from the WYVRN team. Indie Lab developers can skip that section. The Effects Library replaces those stages.

The engine pages for Unreal, Unity, and C++ apply to you in full.