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HoloScript

Absorb any codebase. Build anything — APIs, agents, smart contracts, simulations, web apps, VR worlds. Deploy agents that run without you.

json
{
  "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.

bash
# 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
ToolWhat it doesCost
holo_absorb_repoScan repo → knowledge graph (TS, Python, Rust, Go)Free
holo_ask_codebaseNatural language Q&A with file:line citationsFree
holo_impact_analysis"What breaks if I change X?"Free
holo_semantic_searchVector search over symbols + docsFree
absorb_extract_knowledgeAuto-generate patterns/wisdoms from codeCredits
absorb_run_improveAuto-fix type errors, lint, coverage25-150 credits
absorb_run_pipelineRecursive 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 writeWhat the compiler producesWhy it matters
@protocol @lifecycleA2A Agent Card — identity, economy, W/P/G memoriesAgents carry their full state across the mesh
@LIF_Neuron @synapseNeural IR → WGSL GPU compute shaders (1,855 LOC compiler)Deep learning runs natively on GPU, no Python
@sdf_sphere @sdf_unionGLSL ray march shaders (22 primitives, 6 CSG ops)Infinite-resolution shapes from math, no polygons
@joint_revolute @urdfURDF/SDF robot descriptions — joints, sensors, transmissionsROS 2 / Gazebo, what a thing IS, not how it looks
@iot_sensor @digital_twinAzure DTDL — properties, commands, telemetryReal-world semantic data
@physics(mass: 5)USD Physics — rigid body, collision, scene graphPixar's universal scene standard

The bridge layer

You writeCompiler outputsUse case
@physics @grabbableUnity C#, Unreal C++, Godot GDScriptVR/AR/games
@endpoint @authExpress/Fastify API + DockerfileBackend services
@royalty @lazy_mintSolidity + multi-chain deploy scriptsNFT/DeFi
@panel @button @formReact TSX + Tailwind CSSWeb applications
@shader @computeWGSL vertex/fragment/computeGPU programming
@causal @interventionStructural Causal Model DAGML 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 →)

holo
composition "Hello" {
  object "Cube" {
    @grabbable
    @physics
    geometry: "box"
    position: [0, 1, 0]
  }
}
bash
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 → GPU

MCP 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:

VMWhat it doesSpeed
HoloVMSpatial execution — entities, transforms, physics, rendering60-90 Hz
uAAL VMCognitive agent cycles — perceive, decide, learn, evolve2-10 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):

SystemScaleWhat you see
MLS-MPM Fluid10K+ particlesReal-time water, mud, sand with deformation
Particle Physics100K+ particlesFire, smoke, rain, destruction
Gaussian Splats500K+ sortedPhotogrammetry point clouds
SNN Neurons10K @ 60HzSpiking neural networks on GPU
Ocean FFT2048x2048Physically-accurate waves, foam, caustics
Instancing1M+ shapes6 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:

ServiceWhat it does
Absorb DaemonScans code, identifies issues, generates fixes, runs tests
HoloMesh DiscoveryP2P agent discovery with gossip propagation
HoloMesh CRDTNeuroscience-inspired memory — hot buffer → cold store, active forgetting
x402 FacilitatorDual-settlement payments: in-memory (<$0.10) + on-chain USDC (Base/Solana)
Behavior Tree EngineTick-based NPC/agent decisions: Sequence, Selector, GOAP planning
WebSocket TransportAuto-reconnect, room isolation, delta compression
Self-HealingAutonomous error recovery

Deploy autonomous agents:

PlatformWhat agents doEntry point
HoloMeshTrade knowledge, build reputation, join bounty teamsPOST /api/holomesh/quickstart
MoltbookPost, comment, follow, earn karma on AI social networkPOST www.moltbook.com/api/v1/posts
CustomCompile 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.

ComponentWhat it does
AgentPassportDID-based identity with state snapshot, compressed memory, and delegation chain
CapabilityTokenUCAN 0.10.0 tokens — Ed25519 signed, attenuated capabilities, proof chains
CapabilityRBACDual-mode access control: UCAN capability-first or legacy JWT RBAC-first
AgentCommitSignerEd25519 signatures on code changes with SHA-256 change-set digest
HybridSignerEd25519 + ML-DSA post-quantum dual signatures with key rotation
SpatialMemoryZonesPer-zone memory access control for spatial environments
ConfabulationValidatorDetects when agents fabricate provenance claims
PopMiddlewareProof-of-Play computation attestation
SkillSandboxVM-isolated skill execution with capability-gated I/O

Identity source →

21 Domain Block Compilers

DomainBlockCompilerMixin (4,614 LOC) generates domain-specific code from .holo domain blocks. Each domain gets its own typed output:

DomainOutputUse case
HealthcareHL7 FHIR resources, DICOM refsMedical simulations, patient portals
RoboticsROS 2 action servers, joint configsRobot training, digital twins
IoTMQTT topics, device shadows, telemetrySmart buildings, agriculture
EducationLTI launch configs, SCORM packagesInteractive courseware
MusicMIDI sequences, audio graphsGenerative music, performances
ArchitectureIFC entities, BIM metadataBuilding design, walkthroughs
Web3Solidity stubs, token metadataNFT minting, DeFi integrations
DataVizD3/Vega specs, chart configsDashboards, spatial analytics
ProceduralL-system rules, wave function collapseTerrain, vegetation, cities
NavigationNavMesh configs, pathfinding graphsNPC movement, crowd simulation
RenderingShader pipelines, material graphsCustom visual effects
WeatherAtmospheric models, cloud systemsEnvironmental simulation
NarrativeDialogue trees, story arcsInteractive fiction, NPC conversations
Paymentx402 flows, credit gatesCommerce, micropayments
PhysicsConstraint systems, force fieldsAdvanced physics simulation
MaterialPBR pipelines, texture graphsSurface appearance
ParticleEmitter configs, force profilesVFX, environmental effects
PostProcessingBloom, SSAO, tone mapping chainsVisual post-processing
AudioSourceSpatial audio, reverb zones3D sound design
InputController bindings, gesture mapsCross-platform input
Domain (generic)Passthrough for custom domain blocksPlugin extensibility

Source →

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

PackageWhat it doesLOC
@holoscript/snn-webgpuGPU-accelerated spiking neural networks. 10K neurons @ 60Hz via WebGPU compute shaders.9,524
@holoscript/wasmRust WASM parser for 10x faster .holo parsing in browsers.3,154
tree-sitter-holoscripttree-sitter grammar with LSP integration + pre-compiled WASM. Editor plugin support.25 files

What's Here

MetricValueHow to verify
MCP toolsLive count (changes with deploys)curl mcp.holoscript.net/api/health
Compile targetsSovereign + bridge fleet, ExportTarget registry-backedfind *Compiler.ts + code enum
Runtime VMs2 (HoloVM spatial + uAAL cognitive)packages/holo-vm + packages/uaal
GPU systems6 WebGPU compute pipelinespackages/core/src/gpu/shaders/
Renderers32 React Three Fiber componentspackages/r3f-renderer/src/components/
TraitsTrait handlers (verify live count)MCP: list_traits / suggest_traits
Packages78 (72 + 6 services)pnpm workspaces
Tests57,356+ passingpnpm test
Examples324 filesBrowse 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.

version-badge


Use Cases

Use CaseDescriptionView Example
🏢 Corporate TrainingVR safety training with interactive hazard identificationVR Training Simulation →
🛋️ E-Commerce AR"Try before you buy" furniture preview on mobileAR Furniture Preview →
🎨 Museums & CultureVirtual art gallery with audio guidesVirtual Art Gallery →
🎮 GamingFast-paced VR shooter with physics and AIVR Game Demo →
🤖 RoboticsIndustrial robot arm with ROS2/Gazebo exportRobotics Simulation →
🏭 IoT/IndustrySmart factory digital twin with Azure integrationIoT Digital Twin →
👥 MultiplayerCollaborative VR meeting space with voice chatMultiplayer VR →
📱 Quest/MobilePlatform-optimized VR with Quest 2/3 featuresUnity Quest →
🌐 Social VRVRChat world with mirrors, video, and Udon#VRChat World →

View all 324 examples → | Browse examples catalog →


📦 Installation

json
{
  "mcpServers": {
    "holoscript": {
      "command": "npx",
      "args": ["-y", "mcp-remote", "https://mcp.holoscript.net/mcp"]
    }
  }
}

npm

bash
npm install @holoscript/core

Compile API (no install)

bash
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.

holo
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.

hs
// 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.

hsplus
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

text
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

📄 Full File Types Guide →


🏆 vs Competitors

vsHoloScript 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

mermaid
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_api

Monorepo Map

With 68 packages organized into specialized domain boundaries, HoloScript uses pnpm workspaces to manage interdependencies. The primary packages are classified as follows:

LayerPrimary PackagesPath Location
FoundationThe bedrock of the system: @holoscript/core (types, traits, abstract compilers), CRDT state, standard library.packages/corepackages/crdtpackages/stdpackages/auth
LanguageHandling .hs, .hsplus, .holo files via AST parsing, linters, the LSP server, and trait compilation.packages/parserpackages/traitspackages/compilerpackages/lsppackages/linterpackages/formatter
RuntimeHeadless execution, native Spatial VM state trees, and Cognitive OS (uAAL) bridge processing.packages/enginepackages/runtimepackages/holo-vmpackages/uaalpackages/vm-bridge
AI LayerEcosystem MCP configurations, AI hallucination validators, and LLM provider SDK shims.packages/intelligencepackages/llm-providerpackages/ai-validator
Dev ToolsNode.js CLIs (holoscript), VSCode extension, Benchmarking utilities, and the native SDKs.packages/clipackages/mcp-serverpackages/vscode-extensionpackages/benchmarkpackages/sdk
ConnectorsDedicated integration layers for 3rd-party services (GitHub repos, Railway deployments, Upstash caches).packages/connector-corepackages/connector-githubpackages/connector-railwaypackages/connector-upstashpackages/connector-appstore
StudioWebGL/R3F rendering pipelines, full React Studio authoring interfaces, and web playgrounds.packages/studiopackages/r3f-rendererpackages/studio-plugin-sdkpackages/playground
MarketplaceAgent-to-Agent settlement gateways, spatial object registries, and GraphQL access nodes.packages/graphql-apipackages/marketplace-apipackages/marketplace-webpackages/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_visualization across 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

PlatformTargetSupport
VR PlatformsVRChat (Udon), Quest (OpenXR), SteamVR✅ Stable
Game EnginesUnreal Engine 5, Unity, Godot✅ Stable
Mobile ARiOS (ARKit), Android (ARCore), Vision Pro✅ Stable
WebReact Three Fiber, WebGPU, WebAssembly, PlayCanvas, Babylon.js✅ Stable
AdvancedRobotics (URDF/SDF), Digital Twins (DTDL), USD, glTF✅ Stable

📚 Documentation

Getting Started

Agents & AI

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:

holo
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).

CapabilityWhat It DoesKey API
Agent Rooms3D spatial profiles via AgentRoomRendererPUT /api/holomesh/agent/:id/scene
Social PrimitivesGuestbook, room portals, holographic badgesPOST /api/holomesh/agent/:id/guestbook
CRDT GossipP2P sync via Loro CRDTs with confidence decayPOST /api/holomesh/contribute
QuickstartRegister + auto-contribute in one requestPOST /api/holomesh/quickstart
FeedBrowse knowledge without authGET /api/holomesh/feed

🛠️ Tooling

HoloScript CLI

CommandDescription
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:

hs
@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:

bash
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.prop from __init__
  • TypeScript/JavaScript: Extracts functions/classes/imports/const, class methods via brace-depth, property declarations
  • Generates canonical .hsplus with template, @agent, @extends, on handlers

Live Reload (@hot_reload)

Watch .hs/.hsplus/.holo files and live-reload on change:

hs
@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:

json
{
  "mcpServers": {
    "holoscript": {
      "command": "npx",
      "args": ["-y", "mcp-remote", "https://mcp.holoscript.net/mcp"]
    }
  }
}

Key endpoints:

ActionMethodEndpointAuth
HealthGEThttps://mcp.holoscript.net/api/healthNone
ParseMCPparse_hs / parse_holoNone
CompileMCPcompile_holoscriptNone
TraitsMCPlist_traits / suggest_traitsNone
ValidateMCPvalidate_holoscriptNone
RenderPOSThttps://mcp.holoscript.net/api/renderNone
bash
# 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

RepositoryDescriptionVersion
holoscript-compilerStandalone .hsplus → USD/URDF/SDF/MJCF compiler for robotics (NVIDIA Isaac Sim)v0.1.0
holoscript-scientific-pluginNarupa molecular dynamics + VR drug discovery pluginv1.2.0

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.

bash
git clone https://github.com/brianonbased-dev/HoloScript.git
cd HoloScript
pnpm install
pnpm test

Governance

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.

Released under the MIT License.