Cross-platform XR architecture for Unity and the web. Application logic written once and tested on a desktop, then run on Meta Quest, Magic Leap 2, HoloLens 2 and in the browser through WebXR. Delivered through a pipeline that puts a code change on a headset in minutes.
Native Quest and Magic Leap 2 clients with hand tracking on OpenXR, built on a service framework with roots in Microsoft’s Mixed Reality Toolkit v2.
Demonstration: AI Vision Training Platform →A TypeScript service framework with bindings for React, three.js, Babylon.js and Meta’s Immersive Web SDK, so one set of application code runs everywhere.
Demonstration: Pale Signal →Demonstration: Anatomy Atlas XR →Live group audio and video, avatars and shared digital content, integrated with systems of record.
Cloudflare and GitHub Actions pipelines with a desktop headset emulator. No app store, install or build step between a commit and a headset.
Demonstration: Pale Signal →Told by organisation type and date. Client and product names are withheld. Business partners are named.
Browser, native mobile and Quest headset clients built from a single core, as an experiment in delivering experiences without an app store.
One core, three targetsLive group audio and video, avatars, contacts, notifications and account management on a serverless backend.
Unity 6, UI Toolkit, AWSA WebXR discovery game built as the proving ground for the Reality Collective WebXR packages. Of 5,112 lines, 73 touch a host. A new platform is added to the framework, not to the game.
98.6% host-freeDemonstration: Pale Signal →Working systems that show this practice in use. Capabilities and results are described; how they are built is not.

A technology platform for hands-on training: step-by-step instructions in the wearer’s view, targets anchored to real objects by a vision system, and a remote expert who draws into the trainee’s world. Demonstrated in manufacturing, adaptable to almost any industry.
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A full adult reference anatomy at life size in the room, selectable and dissectable, on a pipeline that brings millions of source triangles inside a standalone headset’s budget.
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A discovery game built as a proving ground for the Reality Collective WebXR framework. Almost none of its code knows which platform it is running on, new platforms are added to the framework, not to the game.
See the demonstration →Email a few lines about what you are trying to do. We will reply with what we would look at first.