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Konjure / spatial intelligence

Konjure SDK 0.1

One foundation.
Your application.

Embed scene semantics, geometry, interaction and replay. Keep your renderer, your hardware, and your model providers.

Start from Rust

The core is a library. Compile source or load a precompiled document, prepare its geometry, and sample explicit scene time. Platform dependencies stay outside it.

Integration guides →
Sourcerust
use konjure_sdk::{compile, Runtime};

let scene = compile(source)?;
let runtime = Runtime::new(scene)?;
let geometry = runtime.meshes();
let frame = runtime.sample(2.0)?;

Web / TypeScript

WASM compiler and runtime, one bulk frame buffer, browser input, orbit controls and explicit WebXR entry.

Use the live consumer →

Unity / C#

A UPM package over the native C ABI. Rust prepares geometry and world matrices; Unity renders them.

Set up Unity →

Python / C

Versioned native handles and owned buffers for simulators, model tooling and platform applications.

Connect a simulation →

Generated from Rust

Contracts you can inspect.

These files come from the implemented Rust types and ABI. Regenerate them alongside changes to the core.

Build with an honest map.

The SDK is an early preview distributed through the project checkout. Platform integrations have different validation levels; source, host checks and device evidence are tracked separately.

Read support status →