Alex CoulombePresents
← the lab

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.

Also in the lab

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 architecture ILM shipped, opened up.

UE→RenderMan Bridge

One button in the Unreal editor. Film-grade Pixar RenderMan on the other side.

Unreal × visionOS

The punch list for making Unreal Engine on Apple Vision Pro feel production-ready.

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.

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.