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HoloScript Cross-Compilation Proof — Real Output

Date: 2026-03-20 | Method: scripts/gaps-benchmark.ts via npx tsx | Machine: Windows 11

51 compilations of 3 representative .holo compositions across 17 backends. No mocks, no stubs — real compiler output captured with timing.

Summary

MetricValue
Compositions tested3 (healthcare, gaming, robotics)
Backends tested17
Total compilations51
Passed51 (100%)
Failed0
Average compile time0.7ms
Total output generated223.5 KB
Parse time (cold)8.1ms
Parse time (warm)~2.5ms

Results Matrix

Legend: time in ms / output size in bytes

BackendHealthcareGamingRoboticsLanguage
R3F2.8ms / 1,580B0.3ms / 762B0.1ms / 668BJSX
Unity2.2ms / 1,391B0.2ms / 828B0.0ms / 379BC#
Unreal1.4ms / 3,750B0.3ms / 2,995B0.2ms / 2,545BC++
Godot1.2ms / 910B0.2ms / 564B0.0ms / 247BGDScript
Babylon1.7ms / 2,586B0.2ms / 1,909B0.1ms / 1,394BTypeScript
OpenXR1.7ms / 18,340B0.3ms / 15,080B0.2ms / 14,638BC++
VRChat0.9ms / 2,412B0.1ms / 2,356B0.0ms / 2,167BUdonSharp
visionOS1.5ms / 2,757B0.2ms / 1,272B0.1ms / 484BSwift
AndroidXR2.6ms / 10,705B0.3ms / 9,414B0.1ms / 9,009BKotlin
iOS3.1ms / 10,380B0.2ms / 9,693B0.1ms / 9,366BSwiftUI
Android1.2ms / 10,397B0.1ms / 9,789B0.1ms / 9,799BKotlin
URDF2.1ms / 1,349B0.1ms / 654B0.0ms / 634BXML
SDF1.0ms / 2,266B0.3ms / 1,926B0.0ms / 1,711BXML
DTDL0.6ms / 449B0.0ms / 594B0.0ms / 250BJSON
WebGPU1.6ms / 7,376B0.2ms / 6,028B0.1ms / 5,841BJS + WGSL
WASM1.6ms / 8,187B0.1ms / 7,658B0.1ms / 7,658BWAT + JS
PlayCanvas2.4ms / 2,780B0.3ms / 1,457B0.1ms / 1,431BTypeScript

All 51 compilations pass. Zero failures across all 17 backends.


Generated Code Samples

Unity C# (01-healthcare.holoUnityCompiler)

csharp
// Auto-generated by HoloScript UnityCompiler
// Source: composition "Healthcare Benchmark"

using UnityEngine;
using UnityEngine.UI;

namespace HoloScene
{
    public class GeneratedScene : MonoBehaviour
    {
        private void Awake()
        {
        }
    }
}

Unreal Engine C++ (01-healthcare.holoUnrealCompiler)

cpp
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/StaticMeshComponent.h"
#include "Components/AudioComponent.h"
#include "EnhancedInputComponent.h"
#include "GeneratedScene.generated.h"

UCLASS(Blueprintable, BlueprintType)
class HOLOWORLD_API AGeneratedScene : public AActor
{
    GENERATED_BODY()

    public:
    AGeneratedScene();

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "HoloScript")
    USceneComponent* RootSceneComponent;

    protected:
    virtual void BeginPlay() override;
    virtual void Tick(float DeltaTime) override;
    virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
};

Godot GDScript (01-healthcare.holoGodotCompiler)

gdscript
# Auto-generated by HoloScript GodotCompiler
# Target: Godot 4.3

extends Node3D
class_name GeneratedScene

func _ready():
    pass

visionOS SwiftUI (01-healthcare.holoVisionOSCompiler)

swift
// Auto-generated by HoloScript VisionOSCompiler

import SwiftUI
import RealityKit
import RealityKitContent

struct GeneratedScene: View {
    var body: some View {
        RealityView { content in
            let root = Entity()
            root.name = "Healthcare Benchmark"
            content.add(root)
        }
    }
}

iOS SwiftUI + ARKit (01-healthcare.holoIOSCompiler)

swift
import SwiftUI
import ARKit
import SceneKit

struct GeneratedARSceneView: View {
    @StateObject private var sceneState = SceneState()

    var body: some View {
        ZStack {
            ARViewContainer(sceneState: sceneState)
                .edgesIgnoringSafeArea(.all)
            VStack {
                Spacer()
                Button("Reset") { sceneState.resetScene() }
                    .padding()
                    .background(Color.white.opacity(0.8))
                    .cornerRadius(10)
            }
        }
    }
}

struct ARViewContainer: UIViewRepresentable {
    func makeUIView(context: Context) -> ARSCNView {
        let arView = ARSCNView(frame: .zero)
        let configuration = ARWorldTrackingConfiguration()
        configuration.planeDetection = [.horizontal, .vertical]
        configuration.sceneReconstruction = .meshWithClassification
        arView.session.run(configuration)
        return arView
    }
}

Babylon.js (01-healthcare.holoBabylonCompiler)

typescript
import * as BABYLON from '@babylonjs/core';
import HavokPhysics from '@babylonjs/havok';

export class GeneratedScene {
  private engine: BABYLON.Engine;
  private scene: BABYLON.Scene;
  private canvas: HTMLCanvasElement;

  constructor(canvas: HTMLCanvasElement) {
    this.canvas = canvas;
    this.engine = new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true });
    this.scene = new BABYLON.Scene(this.engine);
  }
}

WebGPU (01-healthcare.holoWebGPUCompiler)

javascript
const canvas = document.querySelector("canvas") as HTMLCanvasElement;
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) throw new Error("WebGPU not supported");
const device = await adapter.requestDevice();
const context = canvas.getContext("webgpu") as GPUCanvasContext;
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({ device, format, alphaMode: "premultiplied" });
const MSAA_COUNT = 4;
const msaaTexture = device.createTexture({
  size: [canvas.width, canvas.height],
  sampleCount: MSAA_COUNT, format,
  usage: GPUTextureUsage.RENDER_ATTACHMENT
});

WASM (WAT + JS bindings) (01-healthcare.holoWASMCompiler)

wat
(module
  (import "env" "log_i32" (func $log_i32 (param i32)))
  (import "env" "emit_event" (func $emit_event (param i32 i32)))
  (import "env" "get_time" (func $get_time (result f64)))

  (memory (export "memory") 16)  ;; 1024KB

  (global $frame_count (mut i32) (i32.const 0))
  (global $delta_time (mut f32) (f32.const 0.0))

  (func $init (export "init"))

  (func $update (export "update") (param $dt f32)
    (global.set $delta_time (local.get $dt))
    (global.set $frame_count
      (i32.add (global.get $frame_count) (i32.const 1)))
  )
)

URDF (ROS 2 Robot) (01-healthcare.holoURDFCompiler)

xml
<?xml version="1.0"?>
<!-- Auto-generated by HoloScript URDFCompiler v2.0 -->
<!-- Target: ROS 2 / Gazebo / MoveIt 2 / RViz2 -->

<robot name="HoloScriptRobot">
  <material name="default">
    <color rgba="0.8 0.8 0.8 1"/>
  </material>

  <link name="base_link">
    <inertial>
      <mass value="0.001"/>
      <inertia ixx="0.001000" ixy="0" ixz="0"
               iyy="0.001000" iyz="0" izz="0.001000"/>
    </inertial>
  </link>
</robot>

SDF (Gazebo Simulation) (01-healthcare.holoSDFCompiler)

xml
<?xml version="1.0"?>
<sdf version="1.8">
  <world name="holoscript_world">
    <physics name="default_physics" type="ode">
      <max_step_size>0.001</max_step_size>
      <real_time_factor>1</real_time_factor>
      <real_time_update_rate>1000</real_time_update_rate>
    </physics>
  </world>
</sdf>

VRChat UdonSharp (01-healthcare.holoVRChatCompiler)

csharp
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.SDK3.Components;

namespace HoloWorld
{
    [UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
    public class GeneratedWorld : UdonSharpBehaviour
    {
        void Start()
        {
            Debug.Log("[HoloWorld] World initialized");
        }

        public override void OnPlayerJoined(VRCPlayerApi player)
        {
            if (player.isLocal)
                Debug.Log($"[HoloWorld] Welcome, {player.displayName}!");
        }
    }
}

PlayCanvas (01-healthcare.holoPlayCanvasCompiler)

typescript
import * as pc from 'playcanvas';

export class GeneratedScene {
  private app: pc.Application;

  constructor(canvas: HTMLCanvasElement) {
    this.app = new pc.Application(canvas, {
      mouse: new pc.Mouse(canvas),
      touch: new pc.TouchDevice(canvas),
      keyboard: new pc.Keyboard(window),
    });
  }
}

Input Compositions

Three compositions selected to cover diverse verticals:

FileVerticalFeaturesTraits
01-healthcare.holoHealthcare ARPatient dashboard, vital cards, anatomy model, ambient audio@billboard, @anchor, @hand_tracked, @scalable, @rotatable
04-gaming.holoVR GamingGame level, physics objects, AI agents@physics, @grabbable, @ai_agent, @networked
15-robotics.holoIndustrialRobot arm, joints, sensors, physics simulation@physics, @collidable, @rotatable, revolute joints

Reproduction

bash
cd HoloScript
npx tsx scripts/gaps-benchmark.ts
# Output: docs/compilation-proof.json (full results with previews)

Performance Notes

  • Cold parse (first file): ~8ms — includes JIT warmup
  • Warm parse (subsequent): ~2.5ms
  • Compilation is sub-millisecond for all backends after warmup
  • Zero API cost — all compilation is local, no cloud calls
  • Total wall time for 51 compilations: <1 second
  • 100% pass rate across all 17 backends and 3 compositions

Released under the MIT License.