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Mixed Reality Utility Kit Samples

Updated: Apr 13, 2026
In addition to the core MR Utility Kit code, you can find sample maps that showcase the features in the MR Utility Kit.

Requirements

Get the Sample

The sample project is available on GitHub at https://github.com/oculus-samples/Unreal-MRUtilityKitSample.

Using the Samples

All of these samples work in the Editor as well. Instead of using scene data from your device, the Editor loads data from a table of pre-captured rooms included in the sample. By default a random room will be selected but you can configure it to load a specific room using the BP_SceneDataProvider actor.
Editor room selection UI showing pre-captured rooms for testing MR scenes.

Core.umap

Reconstruction of an interior scene using different pieces of furniture for each anchor label. There is also a menu which demonstrates the use of many of the utility functions described in the Features page.
Core sample reconstructing an interior scene with furniture anchors and utility menu.

CoreHifi.umap

Similar to the Core sample, but uses the high fidelity scene (EMRUKSceneModel::V2) to reconstruct a more detailed interior, including slanted walls and ceilings.
CoreHiFi sample with detailed interior reconstruction including slanted walls and ceilings.

PassthroughCameraAccess.umap

Showcases how to get access to the passthrough cameras of the device to render their stream on a quad in the scene.
PassthroughCameraAccess sample rendering camera stream on a quad in the scene.

EnvironmentRaycast.umap

Shows how the environment raycaster can be used to cast rays against the real world without scanning a scene.
EnvironmentRaycast sample casting rays against real-world surfaces without scene scanning.

DestructibleMesh.umap

Shows how to create a destructible mesh and use it. It’s important to note that the room needs a global mesh. Some of the pre-captured rooms do not include a mesh. DestructibleMesh sample showing a mesh before destruction.DestructibleMesh sample showing the mesh after destruction.

DistanceMap.umap

Shows how to use the AMRUKDistanceMapGenerator to generate a distance map that is then applied on the floor to get a rainbow effect around scene volumes. Areas inside scene volumes will be colored purple.
DistanceMap sample with rainbow gradient on the floor around scene volumes.

Guardian.umap

Shows how a custom guardian could be created. The guardian shows a grid as soon as the user comes close to any furniture or walls and shows a Passthrough hole if the user gets really close.
Guardian sample showing a grid appearing as the user approaches furniture and walls.

KeyboardTracker.umap

Detects and tracks a physical keyboard in the user’s environment. The sample overlays virtual content onto the tracked keyboard.
Spawns an AI agent that can navigate around in the room. It makes use of the NavMeshBoundsVolume. It’s important to note that in order to make this sample work the project settings have been adjusted to dynamically rebuild the navigation mesh. To dynamically rebuild the navigation data go to the Project Settings, then to Navigation Mesh and set Runtime Generation to Dynamic.
Navmesh sample with an AI agent navigating around room furniture.

PTRL.umap

Demonstrates passthrough relighting, which applies virtual lighting and shadows to the passthrough layer so that virtual content blends with the real-world environment. See the Passthrough Relighting page for more details.

QRCodeTracker.umap

Detects and tracks QR codes in the user’s environment. The sample anchors virtual content to physical QR codes.

RandomPlacement.umap

Shows how to use the random position generator to place objects at random locations on different surface types. The surface types can be configured using the selection menu.
RandomPlacement sample generating positions on surfaces with a configurable selection menu.

SceneDecoration.umap

Shows how to use the room data and the Unreal Procedural Content Generation (PCG) framework.
SceneDecoration sample using room data with the Unreal PCG framework.