Ultimate OpenXR Template
Unreal Engine 5.8 template · in developmentHands. Controllers. Your next XR project.
See it in action. Then make it yours.
Recorded in simulators · 59 seconds
UOXR, before the headset
A 59-second tour of hands, controllers, comfort settings, flight, teleport, props, doors and a working power puzzle. Recorded in Meta XR Simulator and xrsim, ending with the Android APK in PICO Emulator. Simulator labels and window frames stay visible.
4
sample rooms to explore
18 / 18
native hand-menu checks passed
7 / 7
controller / hand switching checks passed
Real interactions / little loops
See the input become action.
Three moments from the actual simulator run. Play a loop, pause on its still, or grab the GIF to share.
Your hands are the interface.
Hold a pinch to open settings. Point, pinch, choose.
Download GIF →Pick it up. Make it count.
Carry a physics prop onto its pad and watch the lesson complete.
Download GIF →Bring the workshop to life.
Power cells, an opening door, and a machine that answers your actions.
Download GIF →Every new XR project I start used to begin the same way: OpenXR loaders, Android packaging, and hand tracking that only behaved on one headset. The Ultimate OpenXR Template is the project I start from instead. Its Unreal Engine 5.8 core uses Blueprints, with shared controls for hands, controllers, keyboard and gamepad. Download the Android preview to explore the tutorial and three practice rooms without installing Unreal or downloading the project.
One Android preview, automatic starting quality
Device profiles choose render scale and shadows for Quest, PICO and Android XR. The rooms use mobile forward rendering and simple materials, with warm architectural lighting and clear station markers. These are starting quality budgets; sustained performance and runtime compatibility still need checking on each headset. The release notes list what was tested. PCVR and Apple Vision Pro require separate builds.
Hands first, everything else too
Pinch to select with either hand, rays that stay steady while you pinch, and a two-hand hold that opens the comfort menu. Losing tracking releases whatever you were holding. Controllers, keyboard and gamepad all work the same map, and the comfort menu covers teleport, walk or fly, and snap or smooth turning.
Real input. Real game state.
Native simulated hand joints press the real buttons. Controller grips carry physics props. The workshop completes its own power puzzle. xrsim and Meta XR Simulator drive the input while checks read actual game state: 18 hand-menu checks and seven controller-to-hand switching checks passed. The tour is edited at normal speed; the longer regression clips below are continuous takes.
Hand tracking across runtimes
OpenXR runtimes disagree about which way a hand joint points, so a skinned hand mesh that looks right on one headset can twist on another. The template now carries the per-device joint correction I worked out on Apple Vision Pro, applied to the bundled hand meshes, with a runtime switch to compare raw against corrected. It compiles and passes its tests, but it has not yet had a wearer check on a physical Vision Pro, so treat it as a candidate.
At a glance
- ✦Unreal Engine 5.8, Blueprint-only
- ✦Android OpenXR preview with automatic headset quality presets
- ✦Hand tracking and pinch gestures built in, with controller, keyboard and gamepad fallbacks
- ✦Comfort menu: teleport, walk or fly; snap or smooth turning
- ✦Tested in xrsim and the Meta XR Simulator, no headset needed
Hands. Controllers. A world that responds.
The quick cut: real simulated hands, teleport, physics props and a powered workshop. Fifteen seconds, normal playback speed, with simulator labels visible.
AI drives both hands through the menu
Left and right hand selection, stable rays while pinching, real button presses — 18 of 18 checks, no headset.
Pinch gestures, tested by AI
A single pinch is ignored, a one-second two-hand hold opens the menu, a second hold closes it — 9 of 9 checks.
See it in use


Want in early?
Ultimate OpenXR Template is in active development. Early-access spots, pilot projects, and collaborations are all on the table.
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