Legacy Quest and XR reference

Rusty XR

Rusty XR is now the legacy/reference lane inside Rusty Morphospace. It preserves the public Quest examples, passthrough vocabulary, camera/depth diagnostics, broker models, and companion-tool history that informed the current Morphospace split. New generic relation, command, Matter, Optics, GUI, Makepad, and Quest work belongs in the newer Morphospace repos; Rusty XR remains useful when old examples or compatibility evidence need to be inspected.

Purpose

What remains useful

Rusty XR remains valuable as a public record of Quest and XR mechanics that needed to survive beyond a single prototype: typed schemas, repeatable diagnostics, camera and depth reasoning, runtime profiles, broker messages, sensor payloads, and small examples that companion tools could install or verify. Those lessons now feed the cleaner Morphospace lanes instead of defining a single umbrella architecture.

The reference emphasis is still Meta Quest because that is where the practical pressure first became visible: headset builds, operator tools, raw camera questions, environment-depth data, display casting, MediaProjection inspection, and diagnostics. Rusty XR keeps those source labels available for compatibility and explanation while Rusty Quest, Rusty Lattice, Rusty Manifold, Rusty Matter, and Rusty Optics carry new active architecture work.

Here, "source" means where a visual or sensor signal actually comes from: compositor passthrough, app-visible camera input, environment depth, casting, MediaProjection, or a generated app render.

Start here

Useful for

  • Looking up legacy Quest examples and public compatibility contracts
  • Tracing passthrough, camera, depth, final-display, broker, and strobe vocabulary
  • Understanding why the Morphospace split separates Lattice, Manifold, Matter, Optics, Quest, and adapters
  • Connecting older companion-tool workflows to their current Morphospace boundaries

Connected work

Quest examples

Reference experiments

A lot of Quest work became confusing when every visual output got called passthrough. Rusty XR helps keep the experimental vocabulary clean: compositor passthrough, app-visible camera input, environment depth, casting, and MediaProjection each describe a different kind of evidence. That distinction matters during tool building, capture debugging, and explanations of what a prototype can actually access.

That structure still helps when reading the companion app history. A Windows or Android operator tool can install a build, launch a profile, cast the final display, capture a screenshot, run a broker or media probe, and export diagnostics; the active Morphospace lanes now decide which pieces are platform behavior, command authority, relation state, or data-plane payloads.

Current themes

  • Rust-native Quest examples that can be compared against newer Morphospace adapters
  • Camera, depth, passthrough, and MediaProjection experiments with separate evidence labels
  • Broker, OSC, LSL, Polar H10, and stream-manifest contracts that informed Manifold package and stream work
  • Hand mesh, particles, SDF, room mesh, and visual-strobe descriptors preserved as public reference material
  • Diagnostics and visual proof that make headset behavior easier to discuss remotely

Connected projects

References

Project docs

Mesmer Prism keeps the conceptual overview here. Implementation details, onboarding, release notes, Quest source documentation, and command-level workflows belong in the dedicated project documentation.

Rusty XR

Companion tooling

Page exports