Installation¶
Requirements¶
| Requirement | Value |
|---|---|
| Unity Editor | 6000.0.68f1 (Unity 6) — the version the project was authored with. Open it with the matching editor to avoid an upgrade prompt. |
| Android Build Support | Required (Quest is an Android device). Install the Android Build Support module, including the OpenJDK and Android SDK/NDK tools, from Unity Hub. |
| Target devices | Meta Quest 2, Quest 3, or Quest Pro (standalone). Eye and face tracking require Quest Pro; the template still runs without them. |
| Render pipeline | Universal Render Pipeline (URP), already configured in the project. |
Why this exact editor version?
A Unity project records the editor version it was last saved with (ProjectSettings/ProjectVersion.txt). Opening it with a newer editor triggers an in-place upgrade. Use 6000.0.68f1 for a clean first open.
Get the project¶
The repository is a GitHub template, so you start from your own copy rather than cloning the original.
- On the repository page, click Use this template → Create a new repository.
- Clone your new repository to disk.
- In Unity Hub, click Add → Add project from disk and select the cloned folder.
- Open the project. The first open takes several minutes.
Packages install themselves¶
The template does not bundle the Meta XR SDK. Its package dependencies are declared in Packages/manifest.json, and Unity's Package Manager downloads them automatically on first open. The key dependencies are:
- Meta XR SDK 78.0.0 —
com.meta.xr.sdk.core,.interaction.ovr,.platform,.haptics,.audio,.voice, plus the MR Utility Kit and XR Simulator. - OpenXR 1.16.1 (
com.unity.xr.openxr) — the XR backend. - Input System, URP, and AI Navigation (used by the Maze demo).
Let the first import finish
Wait for package import and the initial script compile to complete before opening a scene. If the editor reports missing types on first open, restart it once so the freshly imported Meta XR packages are picked up.
Three open-source libraries are bundled directly under Assets/ (vendored, rather than installed as packages) and need no installation: UniTask (Unity-friendly async/await), NaughtyAttributes (extra Inspector controls), and DOTween (animation). Their licenses are listed in THIRD_PARTY_NOTICES.md.
Quest device setup¶
To build and run on hardware:
- Enable developer mode on the headset (via the Meta Horizon mobile app) and connect it over USB. Approve the Allow USB debugging prompt inside the headset.
- In Unity, switch the build target to Android under File → Build Profiles (formerly Build Settings) and confirm your Quest appears as the run device.
- For eye and face tracking on Quest Pro, enable Eye Tracking and Natural Facial Expressions in the headset's Movement Tracking settings and accept the in-app permission prompts the first time the app requests them.
You can also iterate without a headset using the Meta XR Simulator (included), or by entering Play mode in the editor with the Quest connected via Quest Link.
When you are set up, continue to the Quickstart.