Unreal Scene sample
Updated: May 11, 2026
The Unreal Scene sample is a Blueprint-only project with a single level (BouncingBall) that demonstrates Scene Anchor population from the Scene Model, passthrough with an opacity slider, stereo layer UI, ball throwing with occlusion detection (line-trace, red/gray material switch), 48000 Hz audio, and entity type filtering (walls, ceilings, floors, etc.).
- Scene Anchor population from Scene Model
- Passthrough rendering with opacity control
- Stereo layer UI implementation
- Occlusion detection via line-trace
- Entity type filtering for spatial elements
- Meta Quest 2, Quest 3, or Quest 3S
- UE development environment
- Clone the repository.
- Open the project in Unreal Engine.
- Deploy to your Quest device.
- Ensure Room Setup has been completed on the device.
| File / Scene | What it demonstrates | Key concepts |
|---|
BouncingBall level | Complete Scene API demo | Scene Anchors, passthrough, occlusion |
Scene Anchor population | Loading spatial data | Scene Model query and anchor creation |
Passthrough system | Mixed reality rendering | Opacity slider, passthrough layer |
Ball throwing | Physics interaction | Line-trace occlusion, red/gray material switch |
Stereo layer UI | Interface rendering | Stereo layer composition |
Entity type filtering | Spatial classification | Walls, ceilings, floors, furniture filtering |
The BouncingBall level loads Scene Anchors from the Scene Model and renders passthrough with an adjustable opacity slider. Users can throw balls that interact with the physical environment. Occlusion is detected via line-trace, switching ball materials between red (visible) and gray (occluded). Audio plays at 48000 Hz. Entity types can be filtered to show only specific spatial elements.
Scene Anchors are populated from the Scene Model, providing spatial data about the user’s physical environment including walls, ceilings, floors, and furniture.
Passthrough rendering is enabled with a runtime opacity slider, allowing blending between virtual and physical environments.
Ball occlusion uses line-trace detection:
- Red material — Ball is visible to the user
- Gray material — Ball is behind a physical surface
The sample filters scene entities by type:
- Walls
- Ceilings
- Floors
- Furniture
- Other classified objects
- Migrate to MRUtilityKitSample for current best practices
- Add additional interaction types beyond ball throwing
- Implement spatial audio tied to anchor positions
- Create custom visualizations for different entity types