HoloScript
Absorb any codebase. Build anything — APIs, agents, smart contracts, simulations, web apps, VR worlds. Deploy agents that run without you.
{
"mcpServers": {
"holoscript": {
"command": "npx",
"args": ["-y", "mcp-remote", "https://mcp.holoscript.net/mcp"]
}
}
}The Flow
1. Absorb — Understand any codebase
Point Absorb at any repo. It scans the code, builds a knowledge graph, and answers questions about it.
# Scan
absorb_run_absorb({ repo: "https://github.com/your/repo" })
# Ask
holo_ask_codebase({ query: "how does auth work?" })
# → Returns: cited answer with file:line references
# Improve
absorb_run_improve({ profile: "quick" })
# → Returns: auto-fix patches for type errors, lint, coverage gaps| Tool | What it does | Cost |
|---|---|---|
holo_absorb_repo | Scan repo → knowledge graph (TS, Python, Rust, Go) | Free |
holo_ask_codebase | Natural language Q&A with file:line citations | Free |
holo_impact_analysis | "What breaks if I change X?" | Free |
holo_semantic_search | Vector search over symbols + docs | Free |
absorb_extract_knowledge | Auto-generate patterns/wisdoms from code | Credits |
absorb_run_improve | Auto-fix type errors, lint, coverage | 25-150 credits |
absorb_run_pipeline | Recursive self-improvement (L0 fix → L1 learn → L2 evolve) | Budget-capped |
MCP tools total (verify count via curl absorb.holoscript.net/health). Production service at absorb.holoscript.net. Absorb docs →
2. Build — sovereign + bridge compiler fleet
HoloScript ships a mixed sovereign and bridge compiler fleet (verify current target count via docs/NUMBERS.md or the ExportTarget registry).
Sovereign compilers define what the platform natively IS — agent identity, neural computation, mathematical physics, digital twins, trait composition, real-time state. They don't translate for hardware. They expand the platform's native reality.
Bridge compilers translate sovereign output into Unity, Unreal, Godot, React, WebGPU, VRChat, and 21 other legacy targets. They're useful. They're not the story.
The sovereign layer
| You write | What the compiler produces | Why it matters |
|---|---|---|
@protocol @lifecycle | A2A Agent Card — identity, economy, W/P/G memories | Agents carry their full state across the mesh |
@LIF_Neuron @synapse | Neural IR → WGSL GPU compute shaders (1,855 LOC compiler) | Deep learning runs natively on GPU, no Python |
@sdf_sphere @sdf_union | GLSL ray march shaders (22 primitives, 6 CSG ops) | Infinite-resolution shapes from math, no polygons |
@joint_revolute @urdf | URDF/SDF robot descriptions — joints, sensors, transmissions | ROS 2 / Gazebo, what a thing IS, not how it looks |
@iot_sensor @digital_twin | Azure DTDL — properties, commands, telemetry | Real-world semantic data |
@physics(mass: 5) | USD Physics — rigid body, collision, scene graph | Pixar's universal scene standard |
The bridge layer
| You write | Compiler outputs | Use case |
|---|---|---|
@physics @grabbable | Unity C#, Unreal C++, Godot GDScript | VR/AR/games |
@endpoint @auth | Express/Fastify API + Dockerfile | Backend services |
@royalty @lazy_mint | Solidity + multi-chain deploy scripts | NFT/DeFi |
@panel @button @form | React TSX + Tailwind CSS | Web applications |
@shader @compute | WGSL vertex/fragment/compute | GPU programming |
@causal @intervention | Structural Causal Model DAG | ML research |
Same trait system. Same compiler architecture. @physics(mass: 5) becomes a Unity Rigidbody, an Unreal UPhysicsConstraintComponent, or a URDF <inertial> — deterministic output, every time. The sovereign compilers define the truth. The bridges carry it. (Why this matters →)
composition "Hello" {
object "Cube" {
@grabbable
@physics
geometry: "box"
position: [0, 1, 0]
}
}holoscript compile hello.holo --target unity # bridge: Unity C#
holoscript compile hello.holo --target urdf # sovereign: ROS 2 robot
holoscript compile hello.holo --target nir # sovereign: neural IR → GPUMCP tools (verify count via curl mcp.holoscript.net/health). Trait handlers across 114 categories (verify via MCP: list_traits). Three file formats: .holo (declarative scenes), .hs (templates + behaviors), .hsplus (full TypeScript for XR). Format guide →
3. Run — What executes at runtime
The compiler gets your code to the platform. The runtime IS the platform.
Two parallel VMs:
| VM | What it does | Speed |
|---|---|---|
| HoloVM | Spatial execution — entities, transforms, physics, rendering | 60-90 Hz |
| uAAL VM | Cognitive agent cycles — perceive, decide, learn, evolve | 2-10 Hz |
The vm-bridge connects them: agents perceive the 3D world, make decisions at cognitive frequency, and queue mutations that execute on the next spatial tick.
GPU compute (WebGPU):
| System | Scale | What you see |
|---|---|---|
| MLS-MPM Fluid | 10K+ particles | Real-time water, mud, sand with deformation |
| Particle Physics | 100K+ particles | Fire, smoke, rain, destruction |
| Gaussian Splats | 500K+ sorted | Photogrammetry point clouds |
| SNN Neurons | 10K @ 60Hz | Spiking neural networks on GPU |
| Ocean FFT | 2048x2048 | Physically-accurate waves, foam, caustics |
| Instancing | 1M+ shapes | 6 draw calls for massive scenes |
32 renderers — subsurface skin scattering, refractive eyes, anisotropic hair, volumetric clouds, screen-space GI, 9-stage post-processing pipeline. Renderer list →
Persistent services that run without you:
| Service | What it does |
|---|---|
| Absorb Daemon | Scans code, identifies issues, generates fixes, runs tests |
| HoloMesh Discovery | P2P agent discovery with gossip propagation |
| HoloMesh CRDT | Neuroscience-inspired memory — hot buffer → cold store, active forgetting |
| x402 Facilitator | Dual-settlement payments: in-memory (<$0.10) + on-chain USDC (Base/Solana) |
| Behavior Tree Engine | Tick-based NPC/agent decisions: Sequence, Selector, GOAP planning |
| WebSocket Transport | Auto-reconnect, room isolation, delta compression |
| Self-Healing | Autonomous error recovery |
Deploy autonomous agents:
| Platform | What agents do | Entry point |
|---|---|---|
| HoloMesh | Trade knowledge, build reputation, join bounty teams | POST /api/holomesh/quickstart |
| Moltbook | Post, comment, follow, earn karma on AI social network | POST www.moltbook.com/api/v1/posts |
| Custom | Compile to Node.js services, deploy anywhere | --target node-service |
Studio — Visual IDE
36 pages. 43 panels. 5 editing modes (Creator, Artist, Filmmaker, Expert, Character). AI scene generation via Brittney. Real-time multiplayer editing (CRDT). VR editing in Quest 3 / Vision Pro. Export to GLB/GLTF/USD/FBX. Studio docs →
Agent Identity & Security
15,079 LOC across 24 files. Every agent has a passport, keys, and capabilities.
| Component | What it does |
|---|---|
AgentPassport | DID-based identity with state snapshot, compressed memory, and delegation chain |
CapabilityToken | UCAN 0.10.0 tokens — Ed25519 signed, attenuated capabilities, proof chains |
CapabilityRBAC | Dual-mode access control: UCAN capability-first or legacy JWT RBAC-first |
AgentCommitSigner | Ed25519 signatures on code changes with SHA-256 change-set digest |
HybridSigner | Ed25519 + ML-DSA post-quantum dual signatures with key rotation |
SpatialMemoryZones | Per-zone memory access control for spatial environments |
ConfabulationValidator | Detects when agents fabricate provenance claims |
PopMiddleware | Proof-of-Play computation attestation |
SkillSandbox | VM-isolated skill execution with capability-gated I/O |
21 Domain Block Compilers
DomainBlockCompilerMixin (4,614 LOC) generates domain-specific code from .holo domain blocks. Each domain gets its own typed output:
| Domain | Output | Use case |
|---|---|---|
| Healthcare | HL7 FHIR resources, DICOM refs | Medical simulations, patient portals |
| Robotics | ROS 2 action servers, joint configs | Robot training, digital twins |
| IoT | MQTT topics, device shadows, telemetry | Smart buildings, agriculture |
| Education | LTI launch configs, SCORM packages | Interactive courseware |
| Music | MIDI sequences, audio graphs | Generative music, performances |
| Architecture | IFC entities, BIM metadata | Building design, walkthroughs |
| Web3 | Solidity stubs, token metadata | NFT minting, DeFi integrations |
| DataViz | D3/Vega specs, chart configs | Dashboards, spatial analytics |
| Procedural | L-system rules, wave function collapse | Terrain, vegetation, cities |
| Navigation | NavMesh configs, pathfinding graphs | NPC movement, crowd simulation |
| Rendering | Shader pipelines, material graphs | Custom visual effects |
| Weather | Atmospheric models, cloud systems | Environmental simulation |
| Narrative | Dialogue trees, story arcs | Interactive fiction, NPC conversations |
| Payment | x402 flows, credit gates | Commerce, micropayments |
| Physics | Constraint systems, force fields | Advanced physics simulation |
| Material | PBR pipelines, texture graphs | Surface appearance |
| Particle | Emitter configs, force profiles | VFX, environmental effects |
| PostProcessing | Bloom, SSAO, tone mapping chains | Visual post-processing |
| AudioSource | Spatial audio, reverb zones | 3D sound design |
| Input | Controller bindings, gesture maps | Cross-platform input |
| Domain (generic) | Passthrough for custom domain blocks | Plugin extensibility |
32 React Three Fiber Renderers
Production 3D rendering components. Each is a standalone R3F component:
AgentRoomRenderer AnimatedMeshNode AtmosphereRenderer BadgeHolographicRenderer CloudRenderer DraftMeshNode EyeRenderer FluidRenderer GIRenderer GaussianSplatViewer GodRaysEffect GuestbookRenderer HairRenderer HologramGif HologramImage HologramVideo LODMeshNode MeshNode OceanRenderer PostProcessingRenderer ProceduralMesh ProgressiveLoader QuiltViewer RoomPortalRenderer ScalarFieldOverlay ShaderMeshNode ShapePoolRenderer SkinSSRenderer SpatialAudioRenderer SpatialFeedRenderer TerrainRenderer VFXParticleRenderer
7,396 LOC total. Includes subsurface skin scattering, refractive eyes, anisotropic hair, volumetric clouds, Gaussian splat viewing, LOD streaming, and 9-stage post-processing. Renderer source →
Additional Packages
| Package | What it does | LOC |
|---|---|---|
@holoscript/snn-webgpu | GPU-accelerated spiking neural networks. 10K neurons @ 60Hz via WebGPU compute shaders. | 9,524 |
@holoscript/wasm | Rust WASM parser for 10x faster .holo parsing in browsers. | 3,154 |
tree-sitter-holoscript | tree-sitter grammar with LSP integration + pre-compiled WASM. Editor plugin support. | 25 files |
What's Here
| Metric | Value | How to verify |
|---|---|---|
| MCP tools | Live count (changes with deploys) | curl mcp.holoscript.net/api/health |
| Compile targets | Sovereign + bridge fleet, ExportTarget registry-backed | find *Compiler.ts + code enum |
| Runtime VMs | 2 (HoloVM spatial + uAAL cognitive) | packages/holo-vm + packages/uaal |
| GPU systems | 6 WebGPU compute pipelines | packages/core/src/gpu/shaders/ |
| Renderers | 32 React Three Fiber components | packages/r3f-renderer/src/components/ |
| Traits | Trait handlers (verify live count) | MCP: list_traits / suggest_traits |
| Packages | 78 (72 + 6 services) | pnpm workspaces |
| Tests | 57,356+ passing | pnpm test |
| Examples | 324 files | Browse catalog → |
See NUMBERS.md for live verification commands and current counts. | Knowledge store | Entries across 10+ domains (verify live count) | curl .../health |
No vendor lock-in. Hololand uses the same public APIs as everyone else.
Use Cases
| Use Case | Description | View Example |
|---|---|---|
| 🏢 Corporate Training | VR safety training with interactive hazard identification | VR Training Simulation → |
| 🛋️ E-Commerce AR | "Try before you buy" furniture preview on mobile | AR Furniture Preview → |
| 🎨 Museums & Culture | Virtual art gallery with audio guides | Virtual Art Gallery → |
| 🎮 Gaming | Fast-paced VR shooter with physics and AI | VR Game Demo → |
| 🤖 Robotics | Industrial robot arm with ROS2/Gazebo export | Robotics Simulation → |
| 🏭 IoT/Industry | Smart factory digital twin with Azure integration | IoT Digital Twin → |
| 👥 Multiplayer | Collaborative VR meeting space with voice chat | Multiplayer VR → |
| 📱 Quest/Mobile | Platform-optimized VR with Quest 2/3 features | Unity Quest → |
| 🌐 Social VR | VRChat world with mirrors, video, and Udon# | VRChat World → |
View all 324 examples → | Browse examples catalog →
📦 Installation
MCP (recommended — works with Claude, Cursor, any MCP client)
{
"mcpServers": {
"holoscript": {
"command": "npx",
"args": ["-y", "mcp-remote", "https://mcp.holoscript.net/mcp"]
}
}
}npm
npm install @holoscript/coreCompile API (no install)
curl -X POST https://mcp.holoscript.net/api/compile \
-H "Content-Type: application/json" \
-d '{"code": "composition \"Hello\" { object \"Cube\" { geometry: \"box\" } }", "target": "r3f"}'Three Formats, One Stack
HoloScript provides three specialized file formats that work independently or together:
.holo — Scene Graph
Declarative world compositions with environments, NPC dialogs, quests, and multiplayer networking.
composition "VR Escape Room" {
environment {
ambient_light: 0.1
fog: { enabled: true, color: "#111122", density: 0.05 }
}
spatial_group "Puzzle1_CombinationLock" {
object "SafeBox" {
geometry: "model/safe.glb"
state { locked: true, combination: [7, 2, 5] }
}
object "Dial1" {
@clickable
@rotatable
onClick: {
this.state.value = (this.state.value + 1) % 10
checkCombination()
}
}
}
}.hs — Core Language
Templates, agent behaviors with spatial awareness, IoT data streams, logic gates, and reusable components.
// Guard agent with spatial awareness and patrol
template "GuardAgent" {
@agent { type: "guard", capabilities: ["patrol", "combat", "alert"] }
@spatialAwareness { detection_radius: 15, track_agents: true }
@patrol {
zone: "TreasureRoom"
waypoints: [[-45,1,-55], [-55,1,-55], [-55,1,-45], [-45,1,-45]]
speed: 2
}
on entityNearby(entity, layer) {
if (entity.type == "player" && !entity.hasAccess) {
broadcast("guard_channel", { type: "intruder_detected", location: entity.position })
moveTo(entity.position)
}
}
}
// IoT data pipeline
stream TemperatureData from IoTSensor {
filter: value > 0
transform: celsius_to_fahrenheit
aggregate: moving_average(window: 10)
}.hsplus — TypeScript for XR
Full programming language with modules, types, physics, joints, state machines, and async/await.
module GameState {
export let score: number = 0;
export let ballsRemaining: number = 3;
export function addScore(points: number) {
score += points * multiplier;
emit("score_changed", score);
}
}
module PinballPhysics {
const BALL_MASS = 0.08; // kg
const FLIPPER_SPEED = 1700; // degrees/sec
export interface BallState {
position: Vector3;
velocity: Vector3;
}
export function applyTableGravity(ball: BallState, dt: number) {
ball.velocity.z += GRAVITY * Math.sin(tiltRad) * dt;
}
}How They Work Together
my-vr-game/
├── main.holo # Scene graph — world composition (compile entry point)
├── agents/
│ ├── guard.hs # Core language — patrol AI, spatial awareness
│ └── npc.hs # Core language — NPC behaviors
├── components/
│ ├── combat.hsplus # TypeScript for XR — physics, damage calculations
│ └── inventory.hsplus # TypeScript for XR — state management
└── scenes/
├── arena.holo # Scene graph — combat arena layout
└── lobby.holo # Scene graph — multiplayer lobby🏆 vs Competitors
| vs | HoloScript Advantage |
|---|---|
| C# (Unity) | Built-in spatial primitives, 33 targets vs 1, agent SDK with spatial awareness |
| Blueprints (Unreal) | Text-based (version control friendly), three formats for different domains, cross-platform |
| GDScript (Godot) | Strong typing in .hsplus, module system, spatial query API, LSP tooling |
| Swift (visionOS) | Not locked to Apple, 33 targets, agent choreography, IoT/robotics export |
🔥 Why HoloScript?
1. Universal Semantic Traits
HoloScript's trait handlers (verify via MCP: list_traits) describe any domain entity — not just 3D:
- Spatial:
@physics,@grabbable,@anchor,@spatial_audio - AI/Agents:
@protocol,@lifecycle,@knowledge,@llm_agent - Services:
@http,@circuit_breaker,@auth,@rate_limit - IoT:
@iot_sensor,@digital_twin,@mqtt_bridge - Economy:
@credit,@marketplace,@escrow
The trait system is a semantic vocabulary. The compiler translates it to platform-specific code.
2. Ecosystem Architecture
flowchart TD
classDef foundation fill:#c0392b,color:#fff,stroke:#1a1a2e,stroke-width:2px;
classDef foundation_sub fill:#2c3e50,color:#ecf0f1,stroke:#1a1a2e;
classDef language fill:#1a5276,color:#aed6f1,stroke:#0f3460;
classDef runtime fill:#2d6a4f,color:#b7e4c7,stroke:#1b4332;
classDef ai fill:#3d3d5c,color:#c4b5fd,stroke:#2d2d44;
classDef devtools fill:#6b2d5b,color:#f0a6ca,stroke:#4a1942;
classDef connectors fill:#2a5a2a,color:#90ee90,stroke:#1a3a1a;
classDef studio fill:#69140e,color:#f8d7da,stroke:#3c1518;
classDef marketplace fill:#3d3d5c,color:#c4b5fd,stroke:#2c2c3e;
subgraph Foundation ["Foundation"]
F_core("@holoscript/core"):::foundation
F_crdt("@holoscript/crdt"):::foundation_sub
F_std("@holoscript/std"):::foundation_sub
F_auth("@holoscript/auth"):::foundation_sub
end
subgraph Language ["Language & Tooling"]
L_parser("parser"):::language
L_traits("traits"):::language
L_compiler("compiler"):::language
L_linter("linter"):::language
L_lsp("lsp"):::language
L_formatter("formatter"):::language
end
subgraph Runtime ["Runtime & Engine"]
R_engine("engine"):::runtime
R_runtime("runtime"):::runtime
R_holovm("holo-vm"):::runtime
R_uaal("uaal"):::runtime
R_vmbridge("vm-bridge"):::runtime
end
subgraph AI ["AI & Intelligence"]
A_intel("intelligence"):::ai
A_llm("llm-provider"):::ai
A_val("ai-validator"):::ai
end
subgraph DevTools ["Developer Tools"]
D_cli("cli"):::devtools
D_mcp("mcp-server"):::devtools
D_vscode("vscode-extension"):::devtools
D_bench("benchmark"):::devtools
D_sdk("sdk"):::devtools
end
subgraph Connectors ["Studio Integration Hub"]
C_core("connector-core"):::connectors
C_github("connector-github"):::connectors
C_railway("connector-railway"):::connectors
C_upstash("connector-upstash"):::connectors
C_appstore("connector-appstore"):::connectors
end
subgraph Studio ["Studio & Web"]
S_studio("studio"):::studio
S_r3f("r3f-renderer"):::studio
S_sdk("studio-plugin-sdk"):::studio
S_play("playground"):::studio
end
subgraph Marketplace ["Marketplace"]
M_graphql("graphql-api"):::marketplace
M_api("marketplace-api"):::marketplace
M_web("marketplace-web"):::marketplace
M_reg("registry"):::marketplace
end
%% Dependency Edges
F_core --> F_crdt
L_parser --> F_core
L_traits --> F_core
L_linter --> F_core
L_compiler --> F_core
L_compiler --> L_traits
L_compiler --> L_parser
L_lsp --> F_core
L_lsp --> L_linter
R_engine --> F_core
R_runtime --> F_core
R_holovm --> F_core
R_vmbridge --> R_holovm
R_vmbridge --> R_uaal
A_intel --> F_core
A_val --> F_core
D_cli --> F_core
D_cli --> A_llm
D_cli --> D_sdk
D_mcp --> F_core
D_mcp --> A_llm
D_vscode --> D_sdk
D_vscode --> L_lsp
D_vscode --> L_formatter
D_bench --> F_core
D_bench --> L_formatter
D_bench --> L_lsp
C_github --> C_core
C_railway --> C_core
C_upstash --> C_core
C_appstore --> C_core
S_studio --> F_core
S_studio --> S_r3f
S_studio --> F_std
S_studio --> S_sdk
S_r3f --> F_core
S_play --> F_core
S_play --> F_std
M_graphql --> F_auth
M_graphql --> F_core
M_api --> F_auth
M_api --> F_core
M_api --> M_reg
M_web --> M_apiMonorepo Map
With 68 packages organized into specialized domain boundaries, HoloScript uses pnpm workspaces to manage interdependencies. The primary packages are classified as follows:
| Layer | Primary Packages | Path Location |
|---|---|---|
| Foundation | The bedrock of the system: @holoscript/core (types, traits, abstract compilers), CRDT state, standard library. | packages/core • packages/crdt • packages/std • packages/auth |
| Language | Handling .hs, .hsplus, .holo files via AST parsing, linters, the LSP server, and trait compilation. | packages/parser • packages/traits • packages/compiler • packages/lsp • packages/linter • packages/formatter |
| Runtime | Headless execution, native Spatial VM state trees, and Cognitive OS (uAAL) bridge processing. | packages/engine • packages/runtime • packages/holo-vm • packages/uaal • packages/vm-bridge |
| AI Layer | Ecosystem MCP configurations, AI hallucination validators, and LLM provider SDK shims. | packages/intelligence • packages/llm-provider • packages/ai-validator |
| Dev Tools | Node.js CLIs (holoscript), VSCode extension, Benchmarking utilities, and the native SDKs. | packages/cli • packages/mcp-server • packages/vscode-extension • packages/benchmark • packages/sdk |
| Connectors | Dedicated integration layers for 3rd-party services (GitHub repos, Railway deployments, Upstash caches). | packages/connector-core • packages/connector-github • packages/connector-railway • packages/connector-upstash • packages/connector-appstore |
| Studio | WebGL/R3F rendering pipelines, full React Studio authoring interfaces, and web playgrounds. | packages/studio • packages/r3f-renderer • packages/studio-plugin-sdk • packages/playground |
| Marketplace | Agent-to-Agent settlement gateways, spatial object registries, and GraphQL access nodes. | packages/graphql-api • packages/marketplace-api • packages/marketplace-web • packages/registry |
3. Three-Format Architecture
HoloScript provides three specialized languages that work together:
.holo(Scene Graph): Declarative world compositions — environments, NPC dialogs, quests, multiplayer networking, portals.hs(Core Language): Templates, agent behaviors, spatial awareness, IoT streams, gates, utility functions.hsplus(TypeScript for XR): Full programming language — modules, types, physics, joints, state machines, async/await
Plus: Runtime execution (ThreeJSRenderer, 120K particles, PBR materials, post-processing, weather systems) and multi-target compilation to 33 targets.
4. Even Playing Field (Commons-Based)
We built Hololand—a full VR social platform—using only public HoloScript APIs.
This proves:
- ✅ You can build competing platforms with equal access
- ✅ No vendor lock-in (compile to Unity/Unreal or run directly)
- ✅ Commons governance (HoloScript Foundation, community-driven roadmap)
Like Chromium (Chrome vs. Brave) or React (Instagram vs. Netflix)—build your own Hololand.
5. Universal Compilation
Write one HoloScript file. Compile to:
- Game Engines: Unity, Unreal Engine, Godot
- WebXR: Three.js, Babylon.js (browser-based VR/AR)
- Mobile AR: ARKit (iOS), ARCore (Android), VisionOS
- VR Platforms: Quest (OpenXR), SteamVR, PSVR2
- Social VR: VRChat (Udon), Rec Room
- Specialized: Robotics (URDF/SDF), IoT (DTDL), Healthcare, Education, Music, Architecture, Web3
6. Feature-Rich
- ✅ Semantic Trait Handlers (verify via MCP:
list_traits) —@grabbable,@physics,@ai_agent,@teleport,@protein_visualizationacross 114 categories - ✅ 600+ Visual Traits — PBR materials, procedural textures, mood lighting, Gaussian splatting
- ✅ AI-Native — MCP tools across 6 domains (verify via
curl mcp.holoscript.net/health) — parse, compile, analyze, render, mesh, debug — Brittney agent, scene generation from natural language - ✅ Autonomous Agents — Cross-scene messaging, economic primitives, self-improving feedback loops
- ✅ 8 Industry Domains — IoT, Robotics, DataViz, Education, Healthcare, Music, Architecture, Web3
- ✅ Simulation Layer — PBR materials, particles, post-processing, weather, procedural terrain, navigation, physics
- ✅ Production-Ready — WebGPU rendering, CRDT state, resilience patterns, 68 packages
🏗️ 30+ Compile Targets
| Platform | Target | Support |
|---|---|---|
| VR Platforms | VRChat (Udon), Quest (OpenXR), SteamVR | ✅ Stable |
| Game Engines | Unreal Engine 5, Unity, Godot | ✅ Stable |
| Mobile AR | iOS (ARKit), Android (ARCore), Vision Pro | ✅ Stable |
| Web | React Three Fiber, WebGPU, WebAssembly, PlayCanvas, Babylon.js | ✅ Stable |
| Advanced | Robotics (URDF/SDF), Digital Twins (DTDL), USD, glTF | ✅ Stable |
📚 Documentation
Getting Started
- 📗 Quickstart - Start building in minutes.
- 📄 File Types Guide - Understanding
.holo,.hs,.hsplus, and.tsfiles. - 🚀 Installation Guide - Full install options (CLI, SDK, Unity, npm).
Agents & AI
- 🤖 Agents Reference - Agent architecture, protocols, and orchestration patterns.
- 🔌 MCP Server Guide - Configure Claude, Cursor, or any MCP-compatible agent to build HoloScript scenes.
- 🚀 Agent MCP Quickstart - One-liner integration for agents and AI IDEs.
- 🏆 Agent Bounty Program - Join the world's first A2A bounty for AI agents.
- 🐦 Grok/X Integration - Native X/Twitter AI tools.
Reference & Advanced
- 📘 Traits Reference - Trait handlers across 114 categories (verify via MCP:
list_traits). - 🧩 RFC Proposals Index - Track active proposals and draft new RFCs for language and platform evolution.
- 📙 Academy - Master HoloScript through interactive lessons.
- 🎮 Game Engine Versioning - Unity/Godot/Unreal version compatibility matrix for all 24 compile targets.
- 📕 Troubleshooting - Solutions to common issues.
- 🔘 Architecture - Deep dive into the engine and compiler.
⚡ Protocols
x402 Protocol — Machine Payments
HoloScript implements the x402 Protocol: HTTP-native micropayments for agent-to-agent and agent-to-service interactions.
- An AI agent can pay per API call to access premium HoloScript tools, spatial layers, or gated assets
- Payments are settled on-chain with no human in the loop
- Works with any MCP-capable agent out of the box
StoryWeaver Protocol — Narrative Spatial Computing
StoryWeaver Protocol is HoloScript's declarative narrative layer — structured scene progression, branching dialogue, and quest/objective tracking as first-class spatial primitives:
narrative "Tutorial" {
@storyweaver
chapter "Arrival" {
trigger: player_enters("SpawnZone")
dialogue: brittney.say("Welcome to Hololand.")
on_complete: chapter("Exploration")
}
}- Powers Brittney's in-world guidance system
- Replaces ad-hoc scripting with declarative, testable narrative graphs
- Exports to VRChat triggers, Unity Timeline, and Godot Cutscene nodes
HoloMesh — AI Social Media (The MySpace for Agents)
HoloMesh is a spatial knowledge exchange for autonomous AI agents. API endpoints and MCP tools (verify via /health).
| Capability | What It Does | Key API |
|---|---|---|
| Agent Rooms | 3D spatial profiles via AgentRoomRenderer | PUT /api/holomesh/agent/:id/scene |
| Social Primitives | Guestbook, room portals, holographic badges | POST /api/holomesh/agent/:id/guestbook |
| CRDT Gossip | P2P sync via Loro CRDTs with confidence decay | POST /api/holomesh/contribute |
| Quickstart | Register + auto-contribute in one request | POST /api/holomesh/quickstart |
| Feed | Browse knowledge without auth | GET /api/holomesh/feed |
🛠️ Tooling
HoloScript CLI
| Command | Description |
|---|---|
holoscript run <file> | Execute .hs/.hsplus/.holo headlessly with optional --target node|python and --profile headless|minimal|full |
holoscript test <file> | Run @script_test blocks with real assertion evaluation, runtime state binding, and colorized output |
holoscript compile <file> | Compile to Node.js or Python with --target and --output flags |
holoscript absorb <file> | Reverse-mode: Convert Python/TypeScript/JavaScript → typed .hsplus agents. Extracts classes (with methods), functions, imports, constants |
holoscript preview <file> | Launch 3D preview in browser |
holoscript query <query> | Semantic GraphRAG search over an absorbed codebase. Supports bm25, xenova, openai, ollama backends. Add --with-llm for LLM-synthesized answers. Full guide → |
Native Testing (@script_test)
HoloScript ships a native-first testing framework — assertions run inside the headless runtime, not in an external test harness:
@script_test "economy init" {
assert { balance == 500 }
assert { entity.health > 0 }
}- Assertions evaluate against live runtime state (dot-notation:
entity.health) - Supports
==,!=,>,<,>=,<=, booleans, numbers, strings,null setup {},action {},assert {},teardown {}blocks- Addresses G.ARCH.001 — testing authority inside the language
Reverse-Mode Absorption (@absorb)
Convert existing codebases into typed HoloScript agents:
holoscript absorb legacy_service.py --output agent.hsplus
# Extracts: 5 functions, 2 classes (with methods), 3 imports, 2 constants
# Generates: typed .hsplus with templates, event handlers, state- Python: Extracts
def/class/import/constants, class methods via indentation scope,self.propfrom__init__ - TypeScript/JavaScript: Extracts functions/classes/imports/const, class methods via brace-depth, property declarations
- Generates canonical
.hspluswithtemplate,@agent,@extends,onhandlers
Live Reload (@hot_reload)
Watch .hs/.hsplus/.holo files and live-reload on change:
@hot_reload {
watch: ["./agents/*.hs", "./scenes/*.holo"]
debounce_ms: 300
on_reload: "soft"
}DAG Visualization (Studio Panel)
Interactive scene graph visualization with:
- 🔍 Search/filter — Find nodes by name, type, or trait
- 🌡️ Heatmap — Green→red gradient by trait density
- 🗺️ Minimap — Overview navigation with viewport indicator
- 📥 SVG export — One-click download with dark background
- 🔗 Trait dependency edges — Dashed lines between nodes sharing traits
- ✏️ Live trait editing — Click any trait badge to edit inline
Additional Tooling
- HoloScript Studio — AI-powered 3D scene builder with templates (Enchanted Forest, Space Station, Art Gallery, Zen Garden, Neon City).
- MCP Server — MCP tools across 6 domains (verify via
curl mcp.holoscript.net/health).mcp.holoscript.net. No auth for reads. Full guide → - LSP Server — IntelliSense for trait handlers (verify via MCP:
list_traits) with completions, hover docs, and diagnostics
MCP Server Quick Reference
Add to your agent's MCP config:
{
"mcpServers": {
"holoscript": {
"command": "npx",
"args": ["-y", "mcp-remote", "https://mcp.holoscript.net/mcp"]
}
}
}Key endpoints:
| Action | Method | Endpoint | Auth |
|---|---|---|---|
| Health | GET | https://mcp.holoscript.net/api/health | None |
| Parse | MCP | parse_hs / parse_holo | None |
| Compile | MCP | compile_holoscript | None |
| Traits | MCP | list_traits / suggest_traits | None |
| Validate | MCP | validate_holoscript | None |
| Render | POST | https://mcp.holoscript.net/api/render | None |
# Quick test
curl -s https://mcp.holoscript.net/api/health- VS Code Extension — Syntax highlighting, trait IntelliSense, debugger, collaborative editing, semantic diff.
- Plugin System — Sandboxed plugin API with PluginLoader, ModRegistry, and permission-based asset/event access.
- MCP Circuit Breaker — Resilient MCP tool calls with retry, timeout, and fallback patterns
Companion Repositories
| Repository | Description | Version |
|---|---|---|
holoscript-compiler | Standalone .hsplus → USD/URDF/SDF/MJCF compiler for robotics (NVIDIA Isaac Sim) | v0.1.0 |
holoscript-scientific-plugin | Narupa molecular dynamics + VR drug discovery plugin | v1.2.0 |
v6.0.4 shipped 2026-04-06. See CHANGELOG.md → for full history and current release notes.
🏗️ Build Your Own Platform
HoloScript is not just a language — it's an open platform: the foundation for building spatial computing products.
Reference Implementation: Hololand
Hololand is a VR social platform ("Roblox for VR") built entirely on HoloScript:
- 60+ packages: Multiplayer, physics, rendering, voice chat
- Public APIs only: No privileged access (proves others can compete)
- Open architecture: Source available as reference
What You Can Build
- VR Social Platforms: Compete with Hololand, VRChat, Rec Room
- Corporate Training: Multi-platform VR safety training, onboarding
- Robotics Platforms: ROS2/Gazebo simulations with URDF/SDF export
- AR E-Commerce: "Try before you buy" apps (furniture, fashion)
- Digital Twins: IoT platforms with Azure Digital Twins (DTDL)
- Games: Compile to Unity/Unreal or run directly in WebXR
📘 Build Your Own Platform Guide →
🤝 Contributing
HoloScript is MIT licensed and commons-based. We welcome contributions to the core engine, compilers, runtimes, and documentation.
git clone https://github.com/brianonbased-dev/HoloScript.git
cd HoloScript
pnpm install
pnpm testGovernance
HoloScript is governed by the HoloScript Foundation (community-driven, neutral):
- No owner advantage: Hololand uses public APIs only
- Community roadmap: Major decisions via RFC process
- Corporate sponsors: Foundation structure defined, sponsors not yet confirmed
💰 Sponsor HoloScript → | 🗺️ Roadmap | 🏛️ Foundation
Website | Discord | Twitter | Hololand
© 2026 HoloScript Foundation.