Advanced Framework Pro
Build once. Ship to VR, desktop and mobile.

What you get
A complete interaction and UI layer, structured as 42 independent plugins across four tiers: shared assets, self-contained modules, load-bearing systems, and a runnable showroom with an example map for every feature.
The idea behind it
An object declares what may be done to it by having a component attached — a grip interaction, a select interaction. The player's abilities decide how that happens. Between them travels a small struct describing who is acting, which means a target never references a pawn class and therefore never cares whether it is being used in VR, on desktop or on mobile.
Activation is managed with named blockers rather than booleans, so independent systems can suppress the same ability without overwriting each other — the grip system and the menu can both disable movement, and it re-enables only when both are done.
Who it is for
Teams building architectural visualisation, product configurators, training and simulation, or any project that needs to reach more than one kind of device without maintaining separate content.
Features
Cross-platform by construction
VR, desktop and mobile pawns ship together. The level's data asset decides which spawns, so the same map and the same interactable content serve all three.
A complete interaction system
Grip with pickup, latch, drag and physics modes. Select by laser, fingertip or click. Gaze with dwell. Direct-touch overlap. Teleport with comfort options. Locomotion with smooth or snap turning.
A UI design system, not a widget pack
Themeable primitives through to full page scaffolds, with live theme switching. Screen space, world space, body-locked and wrist-mounted spatial UI from the same widgets.
Hand tracking and gestures
Gestures defined as data assets — finger curl, bone distance and angle rules — that inject synthetic input keys, so they bind in Enhanced Input like any other button. Includes a Hand Pose Studio editor for authoring grip poses.
Multiplayer throughout
Adaptive transform replication, a custom net driver that lets non-pawn objects call server RPCs, and replicated UI so players can see each other's interfaces.
Documented and extensible
A page per plugin with setup, usage and extension points, plus a full generated API reference. Every system has defined seams so you extend rather than fork.
Try it before you buy it
The showroom, built and packaged — the same example rooms the framework ships with, running on your own hardware. No install, no engine, no account.
Mouse and keyboard. The same rooms and the same interactions, without a headset.
Windows 10/11 · 64-bitDownload ↓hosted at drive.google.comPC VRTethered headset over OpenXR. Unzip and run the executable with your headset connected.
Windows 10/11 · SteamVR, Oculus or any OpenXR runtimeDownload ↓hosted at drive.google.comMobile VRStandalone headset build. Sideload the APK — no PC needed once it is on.
Meta Quest 2/3 or Quest Pro · Android 10+Download ↓hosted at drive.google.comMobilePhone or tablet. Touch controls, the same rooms, no headset at all.
Android 10+ · ARM64 deviceDownload ↓hosted at drive.google.comReady to build with it?
Sold through Fab under the standard Fab licence, with updates included.