Meta’s MR Utility Kit, which we announced at
Connect, is now available with utility functions, prefabs, tools, and features like Passthrough Relighting that will help you accelerate your development and enhance the realism of your apps. This is one of many new tools that will make it easier to create high-quality MR experiences for Meta Quest 3. You can find the new package for
Unity and
UnrealDevelop Spatially-Aware Apps Faster with the MR Utility Kit (MRUK)
The MR Utility Kit is an engine-level collection of utility functions, prefabs, tools, and sample scenes that can help you develop faster when building spatially-aware apps. It augments low level MR APIs, reducing the amount of boilerplate code developers have to write so you can free up your time to focus on other ways to make your app stand out.
We are committed to making development faster with MR API using MRUK. We will be extending MRUK to other MR APIs in the future.
Passthrough Relighting (PTRL) in particular is an exciting new addition intended to streamline the development process by making it more straightforward to add shadows and highlights to Passthrough; as simple as adding a material in engine integrations.
Improve Builds with Scene Queries, Graphical Helpers, and Other Development Tools
There are a variety of MRUK features and use cases worth exploring, and below you’ll find just a few ways you can improve your builds with scene queries, graphical helpers, and other development tools. For a complete list of features, reference the documentation page here.
Scene Queries
- Raycasting and Raycast Placement can help ray cast queries without using the built-in physics engine, and enable you to find the best surface position for placing content.
- Find Spawn Position can help you find an optimal location on the floor, walls or an object surface where you can create virtual content based on your constraints and object size and Anchor Spawning can help you generate game objects to represent different anchors.
- Position in Room is a great tool for checking if a position is inside a room or furniture volume and Room Bounds will help you get the bounding box of a room.
- Anchor Hierarchy is helpful for getting the parent/child relationship between anchors (e.g. volumes stacked on top of each other or wall art attached to walls).
Graphical Helpers
- Effect Mesh can render the walls, floor or ceiling so that textures wrap around smoothly and seamlessly, without getting stretched or deformed, which is crucial for reskinning MR worlds. It also allows easy generation of collision or occlusion meshes, and generates accurate Floor and Ceiling meshes by calculating the wall boundaries.
- Virtual Home makes it easy to place virtual objects and furniture to replace their physical counterparts with various options to match orientation, size and aspect ratio.
- Room Guardian can be implemented in the application to keep users safe.
Development Tools
- Scene Debugger allows you to quickly access common spatial queries and visually inspect anchors to get their location, orientation, labels, and other information like bounding box outlines and room bounds.
- Room Prefabs are a selection of 30 prefab rooms for testing your application, to ensure it works in a variety of environments.
MR Utility Kit Features Passthrough Relighting (PTRL), Which Simplifies Adding Shadows and Highlights
For building immersive mixed reality experiences, seamless blending of the real and virtual world is paramount. One key aspect enabling this seamless blending is the ability to cast shadows and highlights of virtual objects onto real-world surfaces, enhancing immersion and the overall user experience.
Previously, creating the illusion of shadows and highlights on Passthrough has been a technically complex process requiring computer graphics expertise. Now with the release of Passthrough Relighting, we are offering developers reusable components, samples, comprehensive documentation and design guidelines. Passthrough Relighting demonstrates and simplifies the process to adjust real-world lighting to match elements of the virtual world.
Passthrough Relighting demonstrates developers how to incorporate common shadow rendering techniques and highlights, as seen in the sample images below.
Shadows are important for perceiving depth and spatial relationships between the physical world and virtual objects.
Similarly, Passthrough highlights enhance visual realism by depicting the interaction of light and objects, as shown below.
Accelerate Development and Enhance the Realism of your MR Experiences
These reusable components will help save you time and resources by reducing the trial and error associated with crafting these effects from scratch. The package includes comprehensive technical documentation for Unity and Unreal, facilitating quick onboarding. Additionally, we will provide design guidelines to support the development of high-quality user experiences.
Looking Ahead
Meta’s mixed reality (MR) capabilities present new possibilities for engaging and immersing your audience, and we’re excited to continue offering you a variety of tools to accelerate your development with this technology. We’re always updating our tools to make developing for Meta Quest a more flexible, streamlined, and enjoyable experience.
Find more information on the MR Utility Kit check out the our documentation page, now available as a new package on both
Unity and
Unreal.
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