When I first started OXI, I knew I wasn’t just building “some XR utilities for Unity.”
I wanted something bigger, a framework with a consistent language, one that felt just as approachable to someone opening Unity for the first time as it did to a veteran who’s been through multiple generations of XR SDKs.

That meant solving a big problem: XR development in Unity can be messy.
APIs are fragmented, naming conventions shift between systems, and vendor-specific SDKs force developers into their ecosystem. Worst of all, the simple act of getting data from the headset or controllers can feel like navigating a maze.

My answer with OXI is to strip that all away and give a single, predictable way to access everything, no matter your skill level or hardware.


The Shape of OXI

At the heart of OXI is a path-based API that mirrors OpenXR’s logical role structure but feels natural in C# and Unity.
If you want the right hand’s pose, you don’t need to hunt down an object in the hierarchy or remember a different call for each input profile.
You just write:

User.Hand.Right.Input.Pose.Changed += MyMethod;

It reads exactly how you’d say it: the user’s right hand pose changed, run this method.

Behind the scenes, OXI’s Providers and Receivers make this happen:

Because they’re decoupled, swapping a provider, such as replacing real hardware with a simulation or network feed, requires zero changes to gameplay code.

Everything is role-first. Head, Hand.Left, Hand.Right aren’t just names, they’re anchor points for any device context. This keeps a project consistent whether I’m targeting PCVR, standalone, or some future XR device that doesn’t exist yet.


The API Philosophy

This isn’t just a naming convention, it’s a philosophy.

For newcomers, it means:

For veterans, it means:


Why This Matters in Unity XR

Unity’s XR development environment right now is a tangle of overlapping APIs, vendor-specific workflows, and “manager” objects everywhere.
You can make it work, sure, but maintaining that across multiple projects or teams is painful.

OXI simplifies it:


Closing Thoughts

I didn’t set out to make an API that enforces my personal taste.
I set out to make a shared language for XR developers, something they can rely on whether they’re building their very first VR scene or deploying a massive enterprise training system.