Develop

Meta XR Interaction SDK (UPM)

Download from Unity
Updated: Sep 22, 2026|
Version
207.0
A comprehensive library of modular components for adding natural hand tracking, controller, and body interactions to your Meta Quest Unity experiences. Includes prebuilt grab, poke, ray, and locomotion interactions, along with hand and body pose detection, Quick Actions for rapid setup, and sample scenes. Requires the Meta XR Core SDK and provides some additional features when developing for Meta hardware.

Version 207.0 Release Notes

What's New

Gaze Interactions


We introduced Gaze interactions, which let users target objects with their eyes and confirm with hands or controllers. This release includes data sources for OVR and UnityXR, interactors that work with hands and controllers, interactables for UI and grabbable objects, hover effects, and scroll support for ScrollRects. See the Gaze interactions, Gaze grab interactions, and UI interaction using gaze documentation for more information.

Gaze Quick Actions and Building Blocks


Gaze interactions are now available in the Quick Actions right-click menu and as Building Blocks. You can add Gaze interactors, Gaze interactables for grab and UI, and Gaze support to existing objects without manual wiring. Adding a Gaze Grab interaction with Quick Actions also sets up the 3D hover effect automatically. See the Quick Actions documentation for more information.

Gaze Grab and Two-Handed Scaling


We added GazeMultiGrab, which sits between a Gaze interactable and its Grabbable to enable intuitive two-handed rotate and scale. You target the object with gaze, grab with one hand to move it, then add a second hand to rotate and scale. See the Gaze grab interactions documentation for more information.

Gaze Hover Feedback for 3D Objects


We added a new hover effect for gaze on 3D objects. It renders a spotlight that smoothly follows the user's gaze as it moves across the object, providing continuous visual confirmation of the gaze target.

Accurate Slider Interaction with Gaze


We added the SliderGazePointerOffset component to the UI set. It keeps the slider handle in place when selected with gaze and applies hand-movement deltas from that point, rather than jumping directly to the gaze location.

OS-Style Panel Transformer


We added the OSPanelTransformer, which moves panels the same way the system UI does. The panel faces the user's head, preserves its angular size as it moves closer or farther away, and eases toward the target over time so motion stays smooth during grabs.

Discrete Scroll Input for ScrollRects


We added DiscreteScrollInputProvider, which scrolls Unity ScrollRects from discrete inputs such as Microgesture swipes or buttons. The new MicrogestureScroll prefab uses this provider as the default scrolling mechanism for Microgestures and works with any interactor. Microgesture scroll support is now enabled in all relevant example scenes. See the Scroll UI panels with microgestures and gaze documentation for more information.

Gaze Sample Coverage


Gaze support is now included in the Comprehensive scene and the UnityXR Comprehensive scene, with new gaze data sources for UnityXR. On headsets without eye tracking, you can mock gaze input from the settings panel option.

MR Tabletop Sample


We added a new sample scene to our ISDK Github sample project that includes best practice hand and controller interactions needed for many mixed reality experiences like letting the user position and orient the game area within their real world space.

What's Fixed

  • Fixed per-frame allocation in RayInteractor by reusing the same RayCandidateProperties object. Clone the properties if you need them beyond the current frame.
  • Fixed compilation errors on Unity 6.3 and later by gating the use of GetInstanceID.
  • Fixed SnapInteractor not releasing when a Grab interactor selects the same Grabbable.
  • Fixed sudden jump when grabbing with a Ray interactor using MoveAtSource movement.
  • Fixed controller PointerPose not working for pure distance grabs by switching to the controller pointer pose.
  • Improvements

  • Removed the hover sound from the Hotspot prefab to match Quest OS. The clip remains available in the Audio folder.
  • Added joystick scroll support to the Gaze interactor, matching the Controller Ray interactor behavior.
  • Added MoveFromTargetAtAnchor movement, which anchors the pointer pose to the hit point on the object and moves it 1:1 with the origin. This is now the default movement for Ray interactor grabs.
  • Moved Gaze hover effect material properties to the effect controller script so you can update them without editing the material.
  • Tuned audio volumes for locomotion events such as Cancel and Exit.