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Mixed Reality Utility Kit - Getting started

Updated: Jun 11, 2025

Learning Objectives

  • Understand the setup requirements for using the Mixed Reality Utility Kit (MRUK).
  • Install the MRUK package via tarball, Asset Store, or Unity Package Manager (UPM).
  • Configure a Unity project with the correct permissions and setup for Scene API and Passthrough.
  • Test in the Unity Editor using simulated room data or live device data via Meta Horizon Link.

Prerequisites

Minimum Horizon OS version
Your headset must be running Horizon OS v60 or later to use MRUK.
Before proceeding with this tutorial, complete the setup steps outlined in the following sections:

Installation

You can install the Mixed Reality Utility Kit package the following ways:
  • Asset Store: Visit the Unity Asset Store, add the package to your assets, and install it from the My Assets pane in the Package Manager.
  • Unity Package Manager (UPM): Add the following entry to the dependencies section of your manifest.json file:
      "com.meta.xr.mrutilitykit": "latest", // e.g. "77.0.0"
    
    Alternatively, select Add package by name in the Package Manager and enter com.meta.xr.mrutilitykit.
  • Import from disk: Download the package directly from the Meta Developer site and unzip it. In Unity, open the Package Manager, click the + icon, choose Add package from disk, and select the package.json file, located in the unzipped folder.

Scene Setup & Permissions

  1. Make sure your Unity development environment and your Meta Quest headset are correctly set up.
  2. Create a new Unity scene or open an existing one.
  3. Remove the Main Camera.
  4. Add the OVRCameraRig prefab or the Camera Rig Building Block.
    • Under OVRManagerQuest Features, enable Scene Support.
    • Under Permission Requests On Startup, check the Scene permission.
  5. If you want to see Passthrough, add the OVRPassthroughLayer component to a GameObject in your scene or add the Passthrough Building Block.
    • Under OVRManagerQuest Features, enable Passthrough Support.
    • Under Insight Passthrough & Guardian Boundary, check the Enable Passthrough permission.
  6. Go to Meta → Tools → Update AndroidManifest.xml, to ensure your Android Manifest is correctly set up with all necessary permissions.
  7. Open the Project Setup Tool (PST) and fix all outstanding warnings.
    • You may find this under MetaToolsProject Setup Tool.

Using MRUK with Building Blocks

Building Blocks are a Unity extension designed to help you discover features you can add to your Meta Quest app with Meta XR SDKs. They are a great way to get started with MRUK and to quickly add common functionality to your app.
MRUK Building Blocks
If you’d like to accelerate your development, you can use the Building Blocks for several common interactions and scene setup tasks. Continue to Manage Scene Data to learn more about these tasks in detail.

🏗️ Available Building Blocks for MRUK

  • Effect Mesh: Generates a stylized mesh from scene geometry like walls and floors. Useful for custom visuals or colliders.
  • Find Spawn Positions: Helps you identify valid, safe positions in the environment to spawn virtual objects.
  • Scene Mesh: Provides a mesh representation of the physical room layout, great for physics or visual effects.
  • Anchor Prefab Spawner: Automatically spawns content based on semantic labels of anchors like couch, table, or wall art.
  • Instant Content Placement: Enables fast object placement using environment raycasting, ideal for menus or 3D content.
  • Room Guardian: Adds boundary logic to ensure content placement or interactions stay inside the scanned room area.
  • Scene Debugger: Visual tool for inspecting anchor positions, labels, and scene relationships directly in the Editor.
  • Room Model: Simulates scene data in the Unity Editor using fake prefab rooms for testing without a real headset.

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.
  • 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 & Debugging
MRUK Samples & Tutorials
Mixed Reality Design Principles
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