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Show HN: HoloScript – Write once, compile to 30+ targets across web, XR, and robotics

Content

Hi HN,

I've been working on HoloScript, a declarative language for VR/AR development that compiles to 18 different platforms from a single source file.

**The Problem:**
Building a VR app today means choosing Unity, Unreal, or WebXR and being locked in. Want to publish on Quest AND VRChat AND the web? Rewrite everything 3 times.

**The Solution:**
HoloScript is a declarative language where you describe *what* you want, not *how* to render it:

```holo
composition "VR Gallery" {
  object "Painting" @grabbable @networked {
    geometry: "model/frame.glb"
    position: [0, 1.6, -2]

    onGrab: {
      network.sync(this.position)
      audio.play("pickup.mp3")
    }
  }
}

Then compile to any platform:

bash
holoscript compile gallery.holo --target vrchat
holoscript compile gallery.holo --target unity
holoscript compile gallery.holo --target threejs

30+ Compile Targets:

  • Web: Three.js, Babylon.js, A-Frame, WebXR, WebGPU
  • Native: Unity, Unreal 5, Godot 4
  • VR: VRChat, OpenXR, visionOS
  • Mobile: iOS/ARKit, Android/ARCore, Android XR
  • Other: WASM, URDF (ROS), SDF (Gazebo), DTDL (Azure)

Performance:

  • Parser: 32,000 ops/s
  • Compiler: 2.4M ops/s
  • 50,000 lines of platform code → 500 lines of HoloScript

What makes it different:

  1. VR-native traits: @grabbable, @throwable, @networked are first-class
  2. AI-friendly: Language designed for code generation
  3. Real compilers: Not transpiling to JS, generating native Unity C#, Unreal C++, Swift, Kotlin

Status: v6.0.2 released, MIT licensed

GitHub: https://github.com/brianonbased-dev/HoloScript Docs: https://holoscript.net

Would love feedback from anyone building VR/AR experiences!


---

## Reddit r/programming

### Title

HoloScript v6.0.2: A declarative language that compiles to 30+ targets (Unity, Unreal, VRChat, visionOS, robotics, web, and more) from a single source


### Content

I've released v6.0.2 of HoloScript, a semantic language for XR, web, agents, and robotics workflows.

What is it?

A declarative language where you describe 3D scenes once and compile to any major platform:

holo
composition "Interactive Scene" {
  template "Interactable" {
    @grabbable
    @physics(mass: 1.0)
  }

  object "Ball" using "Interactable" {
    geometry: "sphere"
    position: [0, 1, 0]
    color: "#ff0000"
  }
}

Why?

VR development is fragmented. Every platform has its own SDK, language, and workflow:

  • VRChat: Unity + UdonSharp
  • Quest: Unity C# or Unreal C++
  • Web: Three.js or Babylon.js
  • visionOS: Swift + RealityKit

HoloScript abstracts this away. Write once, compile everywhere.

30+ Compile Targets

CategoryTargets
WebThree.js, Babylon.js, A-Frame, WebXR, WebGPU
Game EnginesUnity, Unreal 5, Godot 4
VR PlatformsVRChat, OpenXR, visionOS
Mobile ARiOS/ARKit, Android/ARCore, Android XR
IndustrialWASM, URDF, SDF, DTDL

Cool Features

  • 3,300+ Traits: @grabbable, @throwable, @networked, @hand_tracked, @spatial_audio, and domain-specific traits across 100+ categories
  • AI-friendly: Designed for LLMs to generate (MCP server included)
  • Real compilation: Generates Unity C#, Unreal C++, Swift—not just JavaScript wrapper

Performance

  • 32K ops/s parsing
  • 2.4M ops/s compilation
  • 2460 tests passing

MIT licensed. Feedback welcome!


---

## Reddit r/gamedev

### Title

Released HoloScript 3.0 – Write VR games once, export to Unity, Unreal, VRChat, Godot, and more


### Content

Just shipped v6.0.2 of my project. It's a semantic language that compiles to game engines, web stacks, XR platforms, and robotics targets.

Example:

holo
composition "VR Escape Room" {
  template "Key" {
    @grabbable
    @collidable
    geometry: "model/key.glb"

    state {
      collected: false
    }

    onGrab: {
      this.state.collected = true
      audio.play("key_pickup.mp3")
      GameState.keysFound += 1
    }
  }

  object "GoldenKey" using "Key" {
    position: [2, 0.5, -3]
    color: "#ffd700"
  }
}

Then:

bash
holoscript compile escape-room.holo --target unity
holoscript compile escape-room.holo --target vrchat
holoscript compile escape-room.holo --target godot

Supported Targets: Unity, Unreal 5, Godot 4, VRChat, Three.js, Babylon.js, A-Frame, visionOS, iOS, Android, WebXR, OpenXR, and more.

Why I built it: I was tired of rewriting the same VR interactions for different platforms. The scripting for "pick up object, throw it, make it network sync" is 90% the same everywhere, just different syntax.

Not trying to replace engines—just the boilerplate.

GitHub: https://github.com/brianonbased-dev/HoloScript

Happy to answer questions!


---

## Twitter/X Thread

🚀 Just released HoloScript v6.0.2!

A language that compiles to 30+ targets from one source file.

Write once → Unity, Unreal, VRChat, visionOS, Three.js, and more.

🧵 Thread:

1/ The problem with VR dev today:

  • Unity uses C#
  • Unreal uses C++
  • VRChat needs UdonSharp
  • Web uses JavaScript
  • visionOS needs Swift

Same VR experience = 5 rewrites.

HoloScript fixes this.

2/ The syntax is declarative and VR-native:

holo
object "Ball" @grabbable @physics {
  geometry: "sphere"
  position: [0, 1, 0]
}

That's it. The compiler handles the Unity components, Unreal actors, or Three.js objects.

3/ 30+ compile targets in v6.0.2:

✅ Three.js, Babylon.js, A-Frame, WebXR ✅ Unity, Unreal 5, Godot 4 ✅ VRChat, OpenXR, visionOS ✅ iOS/ARKit, Android/ARCore ✅ WASM, URDF, SDF, DTDL

4/ Built for AI code generation.

Every object, trait, and property follows predictable patterns.

Includes an MCP server so Claude, Copilot, or any AI can generate valid .holo files.

5/ Performance:

📊 Parser: 32,000 ops/s 📊 Compiler: 2.4M ops/s 📊 2,460 tests passing

MIT licensed. Try it: npm install -g @holoscript/cli

GitHub: https://github.com/brianonbased-dev/HoloScript


---

## Discord Announcement

🚀 HoloScript v6.0.2 Released

The biggest release yet with 30+ compile targets!

What's New

  • 6 new compilers: VRChat, Unreal, iOS, Android, visionOS, Android XR
  • WebAssembly compilation: Deploy to WASM
  • Neovim plugin: Full editor support
  • Performance boost: 2.4M ops/s compilation

Quick Start

bash
npm install -g @holoscript/cli
holoscript init my-vr-app
holoscript compile scene.holo --target threejs

📦 GitHub: https://github.com/brianonbased-dev/HoloScript 📖 Docs: https://holoscript.net 📝 Release Notes: https://github.com/brianonbased-dev/HoloScript/blob/main/CHANGELOG.md

Let us know what you build! 🎮

Released under the MIT License.