Alex CoulombePresents
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UnRealityKit Bridge

Collaborator beta — hardware-verified

Unreal Engine as the simulation brain. RealityKit as the renderer. The architecture ILM shipped, opened up.

There are two ways to put Unreal Engine on Apple Vision Pro. One is the native path: UE renders every pixel itself. The other is the path ILM used for Marvel's "What If…?": UE runs as the simulation, logic, and asset source while RealityKit — Apple's own renderer — draws the frame. That second path gets you passthrough, occlusion, hover effects, anchors, spatial audio, and Personas for free, because you're rendering with the system. UnRealityKit Bridge is that architecture, productized.

Preview before you build

The Live Link Previewer is the lead tool: connect your live Unreal Editor to the RealityKit viewer over the Remote Control API and see a translated preview on device — no packaged build, no full framework compile. Run `make previewer` and stream your scene through the bridge the moment you wire up the plugin (Window ▸ UnRealityKit Live Link). It's the fastest iteration loop for mixed-reality UE content that exists.

Know what bridges before you build

The BridgeabilityAnalyzer classifies every material and Blueprint in your UE project before you invest in a full bridge build: native-mirror (direct MaterialX path), needs-seam (custom translation required), or hard-wall (manual intervention). Run it against your project and get a coverage score and per-material report so you know exactly what you're walking into — and can prioritize the right assets for your production.

What's already real

The live arc is hardware-verified end-to-end on Apple Vision Pro: UE boots headless inside the visionOS shell, a full room mirrors across the bridge with translated materials, lights mirror over the seam, audio is positional, and input flows back — tap-poke, pinch-grab-and-throw into Chaos physics, rotate-with-hand. One live simulation presents through a Mixed / Immersive / Volume (tabletop miniature) picker. At 90 fps. On device.

The material translator

The hardest single problem: every UE material has to become a RealityKit ShaderGraph. The bridge translates UE material graphs to MaterialX — texture binding, colorspace, lighting response, normal-map conventions, alpha and opacity, dynamic parameters — each milestone render-verified against ground truth. The BridgeabilityAnalyzer scores your project first so you know what to expect before touching the translator.

Why it matters

For polished mixed reality on Vision Pro, rendering with RealityKit beats fighting the compositor. A flagship Disney/Marvel production validated the architecture; an open bridge makes it available to everyone else. The repo is proprietary — bring your own Unreal Engine source license; Epic-linked GitHub accounts can request collaborator access. Royalty-free until $1M revenue.

At a glance

  • UE simulation + RealityKit rendering — best of both worlds for MR
  • Live Link Previewer: stream your live UE editor to device, no packaged build required
  • BridgeabilityAnalyzer: classify every material before you invest in a full bridge build
  • Verified on device: room mirror, live Lumen GI, materials, spatial audio, Chaos physics input
  • Mixed / Immersive / Volume presentation modes from one simulation
  • UE material graph → MaterialX ShaderGraph translation pipeline

Updates · 4 videos

Cropping a MetaHuman in visionOS 27

Lumen Update

Live Link Test

Skinned Skeletal Mesh Testing

Want in early?

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

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