Alex CoulombePresents
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Pinchwork

In development

Universal OpenXR hand tracking. Built in Unreal first — designed for every headset, not just one.

Hand tracking should be a starting point, not a research project. Pinchwork is a template that treats hands as the primary input across the whole OpenXR ecosystem — Apple Vision Pro today, every OpenXR headset by design. Pinch to grab, throw with real physics, rotate objects with your hand, swap entire levels with a pinky-pinch — every gesture codified into Unreal's Enhanced Input system so your gameplay code never knows it's reading a hand.

Gestures as first-class input

Raw skeletal hand data becomes named, rebindable input actions: pinch, grab, pinky-pinch, poke. Build gameplay against Enhanced Input Actions exactly like you would for a gamepad — the hand-tracking layer is swappable per platform underneath.

Mixed reality, done properly

Pinchwork ships in passthrough mixed immersion with materials engineered to survive it: passthrough-safe opaque text and glass, de-stretched triplanar surfaces, and two themed travel levels — a cool metal lab and a warm stone courtyard — that swap in place while everything stays resident in memory.

Why 'universal' is the point

Most hand-tracking samples are demos for a single device. Pinchwork's contract is the OpenXR hand-tracking extension itself — which means the same template, the same gestures, and the same interactions work wherever OpenXR does.

At a glance

  • Pinch-to-grab with throw physics, rotate-with-hand, hide-on-grab
  • Gesture → Enhanced Input codification — rebindable, platform-agnostic
  • Passthrough-safe material library for mixed immersion
  • Level travel via gesture, with assets kept resident across loads

Want in early?

Pinchwork is in active development. Early-access spots, pilot projects, and collaborations are all on the table.