Unity supports development for Meta Quest 2, 3, and 3S, and Quest Pro.
The following sections outline the Meta Quest build platform and profile, Unity’s PackagesPackages are collections of assets to be shared and re-used in Unity. The Unity Package Manager (UPM) can display, add, and remove packages from your project. These packages are native to the Unity Package Manager and provide a fundamental method of delivering Unity functionality. However, the Unity Package Manager can also display Asset Store packages that you downloaded from the Asset Store. More info
See in Glossary, and Templates to develop for Meta Quest devices.
In Unity 6.1 and later, you can use the Meta Quest build platform and build profile in the Build ProfilesA set of customizable configuration settings to use when creating a build for your target platform. More info
See in Glossary window.
By default, the Meta Quest platform shares player settingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary with the Android build platform. You can use the Meta Quest build profile to override project settingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary specifically for Meta Quest.
You can use this build platform to configure settings for standalone Meta Quest headsets.
To add the Meta Quest build platform:
Note: Unity automatically installs the OpenXR Plugin when you select the Meta Quest build platform.
To create a Meta Quest build profile:
When you create a Meta Quest build profile, Unity pre-configures some specific Player and Quality settings.
To access player settings, click the Player Settings button at the top of the Meta Quest Build Profile page. The following table outlines the default overridden Player settings for the Meta Quest build profile:
Setting | Default value |
---|---|
Graphics API | Vulkan |
Minimal Android API Level | Android 10.0 (API level 29) |
Target API level | Android 12L (API level 32) |
Scripting BackendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info See in Glossary |
IL2CPP |
Target Architecture | ARM64 |
Stereo Rendering PathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info See in Glossary |
Instancing |
To access quality settings, click the Player Settings button at the top of the Meta Quest Build Profile page and select Quality from the left-hand menu. The following table outlines the default overridden Quality Settings for the Meta Quest build profile:
Setting | Default value |
---|---|
Anisotropic Filtering | Forced On |
Quality Level | A new Meta Quest (Build Profile) option |
In the Meta Quest Build Profile tab, you can configure the following settings derived from the Meta Quest build target:
The Meta Quest platform is derived from the Android build platform and shares most of its settings with the Android platform. To learn about the settings available in the Android build platform, refer to Android build settings reference.
The following table describes settings that are specific to the Meta Quest platform:
Setting | Description |
---|---|
Link Time Optimization | Use the precompiled and link time optimized (ThinLTO) Unity engine code (libunity.so ) for non-development builds. Use this property for improved runtime performance and reduced memory usage. The options are:
See in Glossary compilation. |
You can install the following packages from the Package Manager:
Tip: You can use the Unity OpenXR plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary and the Unity Meta OpenXR package together to develop a cross-platform application that has additional features tailored for Meta Quest devices.
To learn more about the packages Unity provides for XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary development, refer to XR packages.
Meta also provides packages to develop for Meta Quest in Unity. Refer to Meta’s Import XR packages documentation to learn about the packages Meta provides.
Note: These packages and related documentation are maintained by Meta.
You can use the following templates as a starting point for your Meta Quest project:
Refer to Create an XR project to understand how to use templates as a starting point for your project.