Draw-in-the-air gesture recognition for Unity VR. Continuous listening, two-handed gestures, combos, player-saved gestures, and an in-Editor Gesture Lab for design and testing without a headset.Turn drawn gestures into gameplay.Tracelyph brings draw-in-the-air gesture recognition to Unity VR for spell casting, rune puzzles and motion-based controls. Use motion from a wand, controller or your own tracked input, and connect recognized patterns to your gameplay through UnityEvents or C#.Integrate with your VR frameworkIncludes integrations for XR Interaction Toolkit, HurricaneVR, SteamVR, VRTK 4 and VR Interaction Framework, with a matching optional VR demo set for each framework. Using another framework? A generic XR input driver draws while a controller button is held, or connect your framework's grab and trigger events to a simple start/stop API.Design and test without a headsetDraw with the mouse in the in-Editor Gesture Lab, test against your library and save sketches as reusable pattern assets. The lab uses the same matching core as runtime, so you can tune patterns without entering Play Mode.Browse your pattern library with shape previews.Find similar and overlapping patterns with the library Health check.Build more expressive gesture controlsCombos and two hands: chain gestures with a time window between steps, or recognize one pattern half per hand.Player-created gestures: let players record personal signs and save them locally across sessions.Continuous listening: recognize motion without explicit begin/end calls, alongside manual and integration-driven recording.Recognition you can tune: match 2D or 3D paths with separate position and direction thresholds; optionally accept mirrored, reversed or closed-loop gestures started at different points.Flexible reference frames: match in world space, relative to a board or relative to the player's view.Feedback and placement: morph the drawn trail into the matched pattern, and use the gesture's world-space center, size and facing to place your effects.Timing control: use scaled or unscaled time for normal, paused and slow-motion gameplay.Explore the included examplesDesktop and VR demos, sample patterns and tutorial scenes cover recognition, reference frames, combos, two hands and custom gestures. Optional VR demo sets are available for XR Interaction Toolkit, HurricaneVR and SteamVR.PDF documentation and C# API examples are included. Matching is deterministic and geometric, with no ML, training data or cloud service.RequirementsUnity 2022.3 LTS or newer (verified through Unity 6.6). Built-in, URP and HDRP. The core and Gesture Lab need no third-party packages. VR integrations are optional: XR Interaction Toolkit, HurricaneVR (sold separately), SteamVR, VRTK 4 (verified on Unity 2022.3 and 6.0) or VR Interaction Framework (sold separately); their frameworks and XR providers are not bundled. Import the matching VR demo set after installing its prerequisites.Compatibility: Unity 2022.3 LTS or newer, verified on 2022.3.62f3, 6000.0.84f1 and 6000.6.4f1 (the VRTK integration on 2022.3.62f3 and 6000.0.84f1; the VRIF integration on 2022.3.62f3, 6000.0.84f1 and 6000.6.4f1, where Unity's API Updater converts VRIF 3.0.4's own scripts on Unity 6). Supports Play Mode with Domain Reload disabled.Render pipelines: Built-in, URP and HDRP. Run Fix Demo Materials after importing a VR demo set or changing pipelines.Matching: Deterministic geometric matching, with no ML, training data or cloud service. XY, XZ and YZ projections or full XYZ; separate position/direction thresholds and a straightness gate. Mirror, reverse and closed-shape start-point variants.Recording and timing: Manual start/stop, continuous recognition or integration-driven input; single and two-handed gestures, plus combos with a configurable between-step timeout. Scaled or unscaled time, including paused games.Scripting and storage: Public C# API, UnityEvents and world-space draw information. Runtime pattern capture, AddPattern/RemovePattern and local JSON storage under persistentDataPath.Performance: Recognition hot paths are allocation-free after warmup. Buffer growth and pattern/configuration changes can allocate.Core dependencies: None.VR integrations: Included support for XR Interaction Toolkit, HurricaneVR, SteamVR, VRTK 4 (Tilia) and VR Interaction Framework (VRIF). Enable the chosen integration in Tracelyph Setup. Frameworks and XR providers are separate dependencies; HurricaneVR and VRIF are sold separately. VRTK 4 itself does not compile on Unity 6.6 (its core, Zinnia 2.16.2, calls an API that Unity 6.6 rejects).Other VR frameworks: No integration needed. The XR Input Gesture Driver records while a controller button is held, read through Unity's built-in XR input (OpenXR or any other provider that feeds it; not Valve's OpenVR loader, which uses the SteamVR integration). Alternatively drive the Manual start/stop API from your framework's UnityEvents, or derive your own driver component from GestureDriverBase.XRI demos: XR Interaction Toolkit 2.x or 3.x, its Starter Assets sample, Input System and OpenXR. Enable the matching integration in Tracelyph Setup.HurricaneVR demos: HurricaneVR 2.9+ (sold separately), HVR project setup, and OpenXR or OpenVR with HVR's SteamVR integration.SteamVR demos: SteamVR Unity Plugin with Interaction System, generated SteamVR Input actions and OpenVR Loader first in the XR provider list.VRTK demos: VRTK 4 Tilia packages (Interactables, TrackedAlias, Unity XR Plugin Framework and Spatial Simulator rigs, Unity Input System input with its GenericXR sample), Active Input Handling set to Both, and OpenXR for a headset. Without a headset VRTK's Spatial Simulator takes over (keyboard and mouse).VRIF demos: VR Interaction Framework 3.x (sold separately; built with 3.0.4) with its project setup (layers 8-10, Input System, XR Plug-in Management), Active Input Handling set to Both, and OpenXR for a headset. Without a headset VRIF's VREmulator takes over (keyboard and mouse).Included: Sample gesture patterns, two-handed gestures, combos, a desktop demo and VR tutorial scenes for the supported integrations. VR sets ship as signed nested .unitypackage files; optional frameworks and providers are not bundled. Local README, PDF and XML API documentation are included.AI assistance (Claude) was used as a development aid — to help write and refactor the C# code, author and optimize the HLSL shaders, and draft the documentation and store text. All output was reviewed, tested, and edited by me.







