# StereoKit/StereoKit

An easy-to-use XR engine for building AR and VR applications with C# and OpenXR!

Repository: https://github.com/StereoKit/StereoKit
Canonical: https://ross.abutalabs.com/products/stereokit
Homepage: https://stereokit.net/Pages/Guides/Getting-Started.html
Language: C++
License: MIT
License Family: permissive
Topics: openxr, vr, ar, mr, virtual-reality, augmented-reality, mixed-reality, csharp-library, rendering, gltf, hololens
Last push: 2026-08-20T20:22:33+00:00

## Health v2 (maintenance only)
Score: 70/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 98, release rhythm 16, longevity 100
- inputs: {"age_days": 2612, "days_push": 13, "days_rel": 431, "gap_med": 126, "n_releases_24m": 2}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1077, forks 136 (observed 2026-08-28T04:03:29.656577+00:00)

## What it is
StereoKit is an easy-to-use open source mixed reality engine/library for building AR and VR applications with C# (and a C API for native code) on top of OpenXR. It provides first-class XR input (hands, eyes), a performant instanced render pipeline, UI, physics, and asset loading across Quest, HoloLens, SteamVR, Monado, and other OpenXR runtimes.

## Use cases
- build vr applications with c#
- create ar apps for hololens 2
- develop mixed reality apps with openxr
- prototype xr apps with a flat screen simulator
- load gltf models in a vr scene
- build cross-platform xr apps for quest and pcvr
- use a c library for openxr development

## When to choose
- you want a lightweight, code-first XR library instead of a full game engine like Unity
- you're building HoloLens, Quest, or SteamVR apps in C# or C++
- you need fast iteration with quick on-device builds and a flat-screen simulator
- you want easy access to hand and eye tracking input

## When to avoid
- you need a full editor, visual scene tooling, or a large asset ecosystem like Unity or Unreal
- you target platforms without OpenXR support
- you need official language bindings beyond C# and C/C++
- you need a long-proven, enterprise-hardened engine - StereoKit is still relatively young

## Facets
- artifact type: library
- maturity: active
- function: game-engine, graphics, ui-components, animation, sdk
- domain: graphics, cross-platform, simulation
- platform: windows, cpp, cross-platform
- tags: openxr, mixed-reality, vr, ar, csharp, hololens, gltf, xr-simulator, physics, game-development, linux, android, gpu

## Member repositories
- StereoKit/StereoKit (main) score 70

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:03:29.656577+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T06:53:13.270458+00:00, confidence not recorded.
  - readme: https://github.com/StereoKit/StereoKit (fetched 2026-08-28T04:03:29.656577+00:00, sha 19d6441c1421)
  - homepage: https://stereokit.net/Pages/Guides/Getting-Started.html (fetched 2026-08-29T12:54:22.551805+00:00, sha 31fc65da8d5e)
  - site_page: https://stereokit.net/Pages/Guides/Getting-Started-Native.html (fetched 2026-08-29T12:54:22.564397+00:00, sha 6039f2b58be7)
  - site_page: https://stereokit.net/preview (fetched 2026-08-29T12:54:22.561043+00:00, sha 8cbf6af00fe5)
- Data as of 2026-08-30T08:39:29.467469+00:00.
