BEYONDSANDBOXGet Beyond

THE CREATION LAYER OF BEYOND SANDBOX

Build inside Beyond. Go far beyond it.

RealitySDK gives creators the systems behind Beyond Sandbox—from physical interactables and custom game modes to complete VR worlds.

Quest 2Quest 3PCVRMultiplayer

WHAT YOU CAN BUILD

From a single prop to a complete VR experience.

Start with one interaction, connect it to reusable logic, place it in a custom world, and shape the rules around it.

01

Gameplay creation

Make objects worth touching.

Interactables

Create firearms, melee weapons, props, and other interactive gameplay objects.

  • Built-in hand-pose creation and configuration tools
  • Sharp Area component for stabbing and slashing
  • Reusable physical interaction setup

Game modes

Define custom rules, match flow, teams, data, and spawning behavior.

  • GameMode API
  • Game Data system
  • Spawn system
  • Teams system

Gameplay systems

Use the Reality Gameplay System to build mechanics and reusable gameplay logic.

  • Composable mechanics
  • Reusable logic
  • Shared gameplay context
02

Systems and logic

Turn ideas into reusable systems.

Reality Function System

Create reusable logic blocks that drive behaviors, rules, and interactions.

  • Reusable functions
  • Gameplay behaviors
  • Interaction logic

Game Feature System

Organize features as modular systems that can be enabled or disabled dynamically.

  • Modular feature architecture
  • Runtime control
  • Native Game Features
03

World building

Build a level. Then build its possibilities.

Levels

Create custom maps that can support multiple game modes and changing conditions.

  • Multiple game modes per level
  • Day, night, rain, and other light scenarios
  • Level tools, requirements, and optimization guidelines
04

Data and runtime

Keep content structured and dynamic.

Reality Asset Data

Define structured gameplay properties and expose values that can change at runtime.

  • Structured data assets
  • Gameplay properties
  • Runtime-editable properties

Runtime systems

Spawn actors dynamically and connect new content to the active game context.

  • Dynamic actor spawning
  • Game context access
  • Runtime behavior
05

Framework and sessions

Extend the foundation.

Classes and core systems

Extend base classes and customize the core behavior of your experience.

  • Base-class extension
  • Core gameplay customization
  • Shared framework systems

Session System

Manage game sessions, player flow, and the widgets players use to join and play.

  • Session widgets
  • Game-session flow
  • Multiplayer session management
06

UI systems

Put the right interface in the right place.

VR-native UI

Create interfaces that live naturally inside the experience.

  • Native widgets
  • Virtual screens
  • Game-mode tablet widget
  • Wrist widget
07

Sandbox systems

Make experiences that change while they are played.

Dynamic sandbox tools

Spawn and manipulate objects at runtime while sharing the same game context.

  • Runtime object spawning
  • Object manipulation
  • Shared game context
08

Performance and platforms

One toolkit, from standalone to PCVR.

Platform support

Create for standalone headsets and higher-end PCVR hardware with scalable settings.

  • Quest 2
  • Quest 3 and Quest 3S
  • PCVR
  • Device scalability
  • Performance guidelines
UNREALITY

THE ENGINE UNDERNEATH

Unreality is built for VR first.

Atlas XR's lightweight, modified Unreal Engine foundation is optimized for standalone VR, PCVR, multiplayer physics, scalable content, and creator-made experiences.

THE VISION

Small mods. Full games. Shared worlds.

RealitySDK exists to let creators build anything from a focused gameplay mod to a complete VR experience inside one shared multiplayer platform.

Start with the documentation