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Support Meta VR Glasses

Updated: Sep 18, 2026

Overview

This guide helps you assess and update an existing Unity project or app to support Meta VR Glasses.
Meta VR Glasses are lightweight glasses tethered to a compute puck, with built-in eye tracking. They run the same OS and SDKs as Quest, so the build process is familiar, but the form factor and input model are different. Eyes are used to target UI elements, and a hand pinch is the primary selection method. The device ships without controllers. Compatible controllers are sold separately, so a Meta VR Glasses app should assume that most people will use look and pinch only.
Get started with Meta VR Glasses details the requirements that apply across build paths. This guide goes through the basics of the Meta XR Interaction SDK OVR integration for Unity.

Assess the existing project

Open a version of your app that builds and runs. In this section, you’ll review its project configuration, input path, and Android build before changing interactions.

Review the project and packages

  • Use Unity 6000.0.66f2 or later.
  • Confirm that Android Build Support is installed, the Unity OpenXR Plugin is enabled, and Meta XR Core SDK is present.
  • Open the Project Setup Tool and resolve any required Android issues.
In Window > Package Management > Package Manager, check the packages used by the app. The Interaction SDK OVR path in this guide uses:
com.meta.xr.sdk.core
com.meta.xr.sdk.interaction
com.meta.xr.sdk.interaction.ovr
  • com.meta.xr.sdk.interaction is Meta XR Interaction SDK Essentials.
  • com.meta.xr.sdk.interaction.ovr supplies the OVR integration and depends on Essentials and Core.
If the app does not include these packages, complete Set up Interaction SDK.

Review the current input path

Identify an interaction flow in your app that depends on controllers. Follow the steps below to update it for look and pinch.
If Device Readiness Check is available in your editor, run its standard check and use the findings to help scope your updates. You should validate look and pinch separately.

Adapt one interaction for look and pinch

  • Follow Get started with gaze interactions to add or verify the Interaction SDK OVR rig and configure the selected target.
  • On the Inspector tab, go to OVR Manager > Quest Features > General.
  • Set Hand Tracking Support to Controllers And Hands if the app continues to support controllers, or Hands Only if it does not.

Verify the Android build

App compatibility for Meta VR Glasses owns the shared binary and hand-tracking declaration requirements.
Build your app with the IL2CPP scripting backend and target ARM64. A Mono build targets 32-bit ARM only and cannot run on the device.
Your Hand Tracking Support choice writes the manifest for you. Controllers And Hands declares hand tracking as not required, while Hands Only declares it as required. That mapping applies when the project has no custom Assets/Plugins/Android/AndroidManifest.xml. When that file exists and already declares hand tracking, the build keeps the existing value and neither updates nor removes it. To overwrite it, open Window > Meta > Tools > Android Manifest Tool and select the Update AndroidManifest.xml for Store Compatibility button. Set Eye Tracking Support in the same General section: Supported writes the oculus.software.eye_tracking feature as not required, Required writes it as required, and both add the com.oculus.permission.EYE_TRACKING permission. None writes neither. Meta XR Simulator runs in Editor Play mode and produces no Android manifest, so check both declarations on the device. The declaration does not add hand interactions, so confirm the hand input works.

Test in Meta XR Simulator

Set up the simulator with Get started with Meta XR Simulator, then use Simulating Look and Pinch input to test look and pinch with the Meta VR Glasses profile, using Look and Pinch input.

Continue adapting your app

After look and pinch works in the simulator, apply the verified rig, input, and build configuration to the remaining interaction flows. See Test your app for Meta VR Glasses for the complete pre-release procedure.
Review the shared requirements that apply to the full app:
If the existing project uses Core SDK hand prefabs instead of the Interaction SDK path, see Hands setup.