Features

What Aether adds

Templates you can actually see, animation you author in-engine, bodies you can pose — and the UI system the whole fork is built around.

templatesin-engine animationblendshapes + posingmulti-script nodes3D world UI

Templates you can actually see

Browse, create and pick from default project templates right inside the editor. Drop an image onto a template and you get a view of the project/a visualizer.

Start from a furnished room or a clean XR slate and you're building in seconds, not configuring for an afternoon.

The New Project template list with a preview image

Author animation in-engine, Unity-style

Animation authoring is far easier now. Work the way you would in Unity: drop an AnimationPlayer, and everything you do under it can be recorded and saved through a custom in-engine animation editor.

No round-trip to another tool to block out a motion — record it where it plays.

The New Project template list with a preview image
Recording clips under an AnimationPlayer

Blendshapes & body posing, in the editor

Like blendshapes? View and edit them without leaving the engine. You can even view and pose the bodies themselves right in the editor — check an expression or a pose in place, on the actual rig.

Editing blendshapes and posing a body in-engine

Stack multiple scripts on one node

Put more than one script under a single node through a type that handles syncing the runtime logic for each of them. Compose behaviour from small, focused pieces instead of one sprawling script.

EnemyRoot — one node
  + Health
  + Movement
  + Loot
all synced at runtime
The main event

UI that's real geometry

The whole reason this fork exists.

Every other engine builds world-space UI the same way: it draws your interface flat onto a texture with the GPU, then pastes that texture onto a plane floating in the scene. That's fine for a pause menu. The XRUIOS is made of UI, so it buckles fast.

So Aether's UI doesn't do that. Every UI is actual geometry, and a whole panel batches down to basically one draw call.

And because it's real geometry, it's sharp. Walk right up to a panel and the text doesn't melt into a blurry mess — there's no fixed-resolution texture to pixelate, so it stays crisp at any distance. You can even curve an entire panel around you and the text stays clean, because you're bending the mesh, not stretching an image.

Crisp text at point-blank range — no pixelation
🧩

Unity's Canvas, rebuilt

New widgets — buttons, sliders, toggles, dropdowns, input fields, scroll views, layout groups and more. The anchors and pivots you know from Unity, plus a real per-element X, Y, Z and alignment system.

👋

Two hands, no fighting

The UIs are fully interactable, and two hands won't fight over the same control — a press is claimed and stays claimed.

👁

Camera-based depth

UIs render with proper depth from the camera, so they show and hide based on what you should and shouldn't see.

ButtonSliderToggleDropdownInput fieldScroll viewLayout groupsAnchors + pivotsX / Y / Z + align
The templates, the animator, the poser and the rest make Aether nice to work in. The UI is the part that makes the XRUIOS possible in the first place.
Then build something

An engine, and what runs on it

Aether ships with the Arch ECS baked in — characters are rows of data a handful of systems sweep at once, so I don't get three enemies, I get a battlefield. Here's what I'm building on it.

AetherCombat

Line-of-sight perception, morale, per-bone hits and committed swings — fighters as coordinated as Halo 1's. Built for Masuki Quest.

Explore combat →
🏠

AetherLife

Needs that drain, objects that advertise what they offer, and a body you can just talk to. Built for Echoes Online.

Meet the sim →
See how it differs from Godot → Back to the story