Mixed Reality Utility Kit – Debug your MRUK app
Updated: Jun 10, 2025
- Enable and configure the Immersive Debugger for MRUK in Editor and Development Builds.
- Visualize scene data such as meshes, NavMesh and anchors via the SceneDebugger prefab.
- Interact with scene queries (raycasts, key walls, surface finds) in real time to verify behavior.
- Integrate the debugger into your build pipeline to test on-device without leaving the headset.
The SceneDebugger is a suite of visualization tools within the Immersive Debugger that lets you inspect MRUK scene data and observe how spatial queries operate live in your app. The SceneDebugger prefab provides a live, in-headset visualization of MRUK scene data such as meshes, NavMesh and anchors. This lets you run spatial queries interactively via the Immersive Debugger menu.
- Enable Immersive Debugger: In Unity, go to Meta → Tools → Immersive Debugger and check Enable.
- Development Build: In File → Build Settings, toggle Development Build on for your target platform.
- Assign Prefab: In your scene’s MRUK component, set ImmersiveSceneDebuggerPrefab to
MetaMRUtilityKit/Core/Tools/ImmersiveSceneDebugger.prefab.
- Toggle visualization of the Scene Mesh.
- Inspect any baked or runtime NavMesh.
- Show/hide semantic anchors (walls, floors, volumes).
- Run individual queries GetKeyWall, GetLargestSurface, IsPositionInRoom, etc.
- See real-time overlays of hit points, normals, and boundary outlines.
- Combine toggles and tests to fully validate your placement logic.
With the Immersive Debugger enabled in a Development Build, all debugger menus are accessible in-headset via the system menu. Test without Editor tethering, adjusting settings and running queries directly on the device to validate real-world behavior.
Explore more MRUK documentation topics to dive deeper into spatial queries, content placement, manipulation, sharing, and debugging.
Core Concepts
- Overview
Get an overview of MRUK’s key areas and features.
- Getting Started
Set up your project, install MRUK, and understand space setup with available Building Blocks.
- Place Content without Scene
Use Environment Raycasting to place 3D objects into physical space with minimal setup.
- Manage Scene Data
Work with MRUKRoom, EffectMesh, anchors, and semantic labels to reflect room structure.
Content & Interaction
Multiuser
MRUK Samples & Tutorials
Mixed Reality Design Principles