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Meta XR Core SDK Samples

Updated: Jun 9, 2025
The Meta XR Core SDK UPM package includes three sample projects to help you get started with the SDK:
  • Sample Scenes, a project containing a number of scenes that demonstrate how to implement basic XR features in a Unity project with Core SDK.
  • Mixed Reality Sample, a project containing two scenes that demonstrate how to implement Mixed Reality features with Core SDK.
  • Tracking Origin Sample, a project containing a single scene that demonstrates the various tracking origins for VR and MR.

Sample Scenes

SceneDescription
ControllerDrivenHandPoses
This sample demonstrates how to use Capsense to provide logical hand poses when using controllers.
ControllerModels
This sample demonstrates integrating controller models with Core SDK.
HandTest
This sample demonstrates how to set up hand tracking with Core SDK.
HandTest_Custom
This sample demonstrates how to set up hand tracking for custom hand models with Core SDK.
HandTest_Custom_OpenXR
This sample demonstrates how to set up hand tracking for custom hand models with Core SDK and OpenXR Hands.
HandTrackingWideMotionMode
This sample demonstrates how to set up hand tracking in Wide Motion Mode.
SimultaneousHandsAndControllers
This sample demonstrates how to set up both controllers and hand tracking in a single scene.
TrackedKeyboard
This sample demonstrates how to add a tracked, physical keyboard with Core SDK. Note: This workflow is deprecated. For an updated sample, see Tracked Keyboard Sample.
This sample demonstrates how to implement a virtual keyboard for user input with Core SDK.

Mixed Reality Sample

SceneDescription
This sample demonstrates integrating Mixed Reality features in a Unity scene, namely Scene, Passthrough, and Boundary.
This sample demonstrates how to use the OVRAnchor API to access Scene data directly and create your own Scene Manager.

Tracking Origin Sample

SceneDescription
TrackingOrigin
This sample provides a comprehensive visualization of tracking spaces, enabling developers to grasp the distinctions between eye, floor, stage, and stationary tracking origins.

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