Nightbloom
UE 5.8 experiment · private, in developmentProcedural fireworks in your real sky.
A one-hour challenge from my wife: make an app that produces amazing fireworks, procedural so no show repeats, with great sound, from one codebase across iOS, Android, OpenXR headsets and visionOS. Nightbloom is that app, built on the Ultimate OpenXR Template's device profiles.
Never the same twice
Stars are simulated in code and the explosion sounds are synthesized at runtime, so every show is generated rather than played back. Burst families include multi-break, color-change, heart and crackle shells.
Honest about each device
On iPhone and Android it uses ARKit and ARCore depth for occlusion. On OpenXR headsets it uses passthrough where the runtime offers it. A device log on XREAL Aura showed full shows holding a median of 72 fps. Headset and phone testing is still ongoing, and the Vision Pro build is not finished.
At a glance
- ✦One Unreal Engine 5.8 codebase
- ✦Procedural shows with synthesized sound
- ✦Targets iOS, Android, Quest, PICO, Android XR and visionOS
Download the public build.
Download the ZIP, choose Extract All, and double-click FabelShowcase.exe in the extracted folder. Then read the devlog for the prompts, failures, fixes and packaged QA evidence behind it.
Also in the lab
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Harborfolk
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Persona Live
Your Vision Pro Persona, driving a live MetaHuman.
SceneAudit
Measure the gap your viewport hides.
Video QA Workbench
Stop scrubbing for proof. Review the whole render with evidence.
Forage
Fab's best friend. An AI-first scout and installer for the Unreal Engine packs you already own.
Project Ion
Your Vision Pro is a projector now. Professional-grade projection-mapping previsualization — honest ambient simulation, real projector specs, and a full creative rig in your room.
UnRealityKit Bridge
Unreal Engine as the simulation brain. RealityKit as the renderer. The hybrid architecture Unity proved out with PolySpatial — open for Unreal.
UE→RenderMan Bridge
One button in the Unreal editor. Film-grade Pixar RenderMan on the other side.
Pinchwork
Universal OpenXR hand tracking. Built in Unreal first — designed for every headset, not just one.
Apple Vision Pro + OpenXR
The engine-level work behind Unreal on Apple Vision Pro over OpenXR — punch-list fixes today, Lumen and Nanite research pushing further.
Constellation
Your second brain as a navigable 3D star map. Walk through your own notes on Apple Vision Pro.
Promptbook
Spatial blocking and set previz for theatre on Apple Vision Pro — the stage manager's promptbook, reimagined in 3D.
AgileLensMultiplayer
The shared SharePlay engine every Agile Lens Vision Pro multiplayer app runs on.
Mission Control
A live radar for SharePlay sessions — watch every player, in every app, without joining the call.
xrsim
A simulator for VR apps: boot the build, script the headset, assert on what the app actually believes — no headset, no human in the room.
Ultimate OpenXR Template
Hands. Controllers. Your next XR project.
See it in action. Then make it yours.
Echo Cathedral
Draw a line in VR.
Then play the room.
RoomScanPro
Collaborative room scanning and real-world measurement for Apple Vision Pro and iPhone.
Co-Location Engine
Fiducial-marker-based co-location for Unreal Engine VR — real and virtual players sharing one room, without a shared coordinate system to begin with.
Fable Showcase
A playable experiment in how reliably AI and a headless Unreal toolchain can build a museum-scale experience with limited handholding.