Project Configuration Overview
Updated: Feb 18, 2025
This page provides an overview of Unity project configuration settings that help you optimize app performance and quality, and utilize Meta features to ease the app development process.
Before you proceed with any other project settings, set the target platform for the app as each platform has unique settings.
The target platform for Meta Quest headsets is Android. If your target platform is already set to Android, you can skip this section.
To set the platform to Android:
- In Unity, navigate to File > Build Settings.
- Under Platform, select Android.
- Click Switch Platform.
Note: Select Development Build to test and debug the app. When you’re ready for the final build, clear the selection as it may impact the app performance.
You can configure some general settings to add details that uniquely identify your company and the app in the Unity editor:
- In Unity, navigate to Edit > Project Settings > Player.
- In Company Name, type the name of your company. Unity uses this to locate the preferences file.
- In Product Name, type the name of your app or product that you want it to appear on the menu bar when the app is running. Unity also uses this to locate the preferences file.
- In Version, type the version number that identifies the iteration. For subsequent iterations, the number must be greater than the previous version number.
You only need to set this once, as all the platforms share this information.
Configure quality settings
To configure graphics quality:
- In Unity, navigate to Edit > Project Settings > Quality.
- In Pixel Light Count, set the maximum number of pixel light count to 1.
In the Anti Aliasing list, select 4x. Unlike non-VR apps, VR apps must set the multisample anti-aliasing (MSAA) level appropriately high to compensate for stereo rendering, which reduces the effective horizontal resolution by 50%. You can also let OVRManager automatically select the appropriate multisample anti-aliasing (MSAA) level based on the headset.
Known Issue: If you are using Universal Render Pipeline (URP), you need to manually set the MSAA level to 4x. We are aware of the issue that URP does not set the MSAA level automatically. Once the fix is published, we will announce it on our
Release Notes page.
- Select Realtime Reflections Probes to update reflection probes during gameplay.
- In the Global Mipmap Limit list, select Full Resolution to display textures at maximum resolution.
- In the Anisotropic Textures list, select Per Texture.
- Clear the Soft Particles check box.
- Select Billboards Face Camera Position to force billboards to face the camera while rendering instead the camera plane.
The Android manifest file
Every Meta Quest app must contain an AndroidManifest.xml
file. This file contains essential metadata, including permissions, package details, hardware and software support, supported Android versions, and other important configurations.
As you update your project settings, metadata is automatically updated in the manifest file. You do not need to manually update the manifest file to add app details or specific hardware and software support.
For example, there’s no need to manually add the package name or the minimum supported Android version in the manifest file. When you set the package name and select the minimum Android API level from Project Settings, say API level 19, Meta Quest automatically adds the <uses-sdk android:minSdkVersion="19" />
element and the package
attribute and its value.
All apps that target the Meta Quest headset are automatically compatible to run on Meta Quest 3. To retrieve the correct headset that the app is running on, it’s ideal to set Meta Quest, Meta Quest 2, and Meta Quest 3 as target headsets for the app. Based on the device type, Meta Quest automatically adds the correct metadata elements for Meta Quest, Meta Quest 2, and Meta Quest 3 in the manifest file.
Similarly, when you enable hand tracking from Unity, Meta Quest automatically adds the feature and sets the permission value based on the setting you’ve opted in Unity.
To generate the Android Manifest file from Unity, navigate to Meta > Tools > Create store-compatible AndroidManifest.xml.