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Support Meta VR Glasses

Updated: Sep 11, 2026

Overview

This guide helps you assess and update an existing Unreal 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 Interaction SDK plugin for Unreal Engine.
If you are starting with an empty project, complete Setting up your first project before using this guide.

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 plugins

  • Confirm the project uses UE 5.0+, built from Meta’s Oculus-VR fork or installed from Epic Games, and that the Meta XR plugin is enabled in the project. See Installing Unreal Engine for both install paths.
  • Confirm the project deploys to a Meta Quest headset.
  • In Project Settings, open Plugins > Meta XR > Mobile. Under Supported Meta Quest devices, add Meta VR Glasses.
  • Open the Meta XR Project Setup Tool from the Tools menu or the status bar, then apply its Critical rules. The tool runs on Windows only.
This guide uses two plugins:
OculusXR
OculusInteraction
  • OculusXR is the Meta XR plugin.
  • OculusInteraction is the Meta Interaction SDK plugin. Neither plugin declares the other as a dependency, so enable both directly. When both are enabled, keep their minor versions matched, or the editor displays a version-mismatch notification with buttons to download the latest plugins.
If the app does not include the Meta Interaction SDK plugin, complete Getting Started with Interaction SDK for Unreal Engine.

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.

Adapt one interaction for look and pinch

  • Follow Getting Started with Interaction SDK for Unreal Engine to add the Interaction SDK hand rig to the pawn if it does not have one yet.
  • Follow Getting Started with Gaze Interactions to add the gaze rig to the same pawn and make the selected target gaze-targetable.
  • In Project Settings, open Plugins > Meta XR - InteractionSDK and turn on Gaze Enabled, which defaults to off. Turning it on reveals Allow Gaze By Default and Gaze Fallback Behavior. Gaze Fallback Behavior offers DisableGaze and HmdFallback, and HmdFallback uses an HMD-forward gaze source as a development and performance-testing aid.
  • In Project Settings, open Plugins > Meta XR > Mobile. 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.
The Meta Horizon Store requires a 64-bit app. Apply the Meta XR Project Setup Tool’s Critical rule Use Arm64 CPU Architecture, which builds your app for arm64 and stops building for x86-64. The Meta XR plugin stages its Android libraries for arm64-v8a only.
Setting Hand Tracking Support to Controllers And Hands or Hands Only adds the com.oculus.permission.HAND_TRACKING permission to the Android manifest. The permission 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 the selected interaction with the Meta VR Glasses profile and Look and Pinch input.

Continue adapting your app

After the selected interaction 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:
To understand the gaze architecture before extending the solution, see Gaze Interactions in Interaction SDK.
If the existing project uses lower-level Core SDK hand tracking instead of the Interaction SDK path, see Setup Hand Tracking in Unreal Engine.