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Meta XR Interaction SDK Essentials (UPM)

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Updated: Mar 14, 2025|
Version
74.0
Meta XR Interaction SDK Essentials provides the core implementations of all the provided interaction models along with necessary shaders, materials, and prefabs.

Version 74.0 Release Notes

What's New

  • The minimum supported Unity version has been increased to 2022.3.15f1.
  • Hand MicroGestures support, allowing taps and swipes with the thumb.
  • New **locomotion interaction using Microgestures **as the primary input for hands teleport.
  • Updated the Comprehensive Rig to simplify the interactor hierarchy, and reduce the requirement for separate interactors per-hand and per input device. See documentation for details on the new and improved rig.
  • Thumbstick Scrolling: Added ScrollInputProvider to the ControllerRayInteractor prefab. Enabled panel scrolling using the controller thumbstick in the ComprehensiveExampleScene.
  • Added a **Hand Pose Selector Recorder tool **to simplify authoring hand poses. Use the "Meta/Interaction/Hand Pose Selector Recorder" menu item to record hand poses in play mode. See the Interaction SDK documentation for more details on this feature.
  • RayGrab Movement/Rotation via Controller: Added JoystickPoseMovementProvider for moving and rotating 3D objects using the controller thumbstick. Enabled 3D object manipulation with the thumbstick in the DistanceGrabExamples on the 'Hand Grab with Poses' object.
  • Added GrabFreePhysicsTransformer to enable proper physics-enabled grabs and transformations of rigidbodies.
  • Added ControllerHands support for UnityXR Rig in OpenXR mode.
  • What's Fixed

  • OculusRuntimeSettings.asset will no longer be reset to defaults when asset database is rebuilt.
  • Cleaned up console warnings on project import.
  • Added ControllerHands support for UnityXR Rig in OpenXR mode.
  • Improvements

  • PokeInteractable behavior is improved, with better default values.
  • Controller-Driven Hands Enhancements in example scenes : Direct Interactions (Poke, Grab): Only hands are visualized, without controllers. Indirect Interactions (Ray): Both controllers and hands are visualized. Multimodal/Hybrid Scenes: Both controllers and hands are shown. The controller visual fades when the hand approaches a directly interactable object.
  • Added a feature to GrabFreeTransformer to reset offsets on constraint overshoot, so if you scale an object up past the constraints, scaling back down will be immediate.
  • TagSetFilter now supports changing filters at runtime.
  • In Locomotion, now the Locomotor and the Character Controller are separate entities. Allowing to easily create new and further decoupled locomotors such as the FirstPersonLocomotor or the FlyingLocomotor
  • The Sliding locomotion input now provides the aiming rotation, which allows the Locomotor to constrain it to the XZ plane (for example in First Person Locomotor) or use it as-is (for example in the Flying Locomotor).
  • Known Issues

  • There is a Unity bug that causes APK crashes in scenes that contain both a video player and skinned mesh renderer. This crash happens when using OpenGLES, and ISDK users may encounter this in our sample scenes depending on project configuration. To work around this problem, you can either disable “GPU Compute Skinning” in player settings, or set your project’s Graphics API to Vulkan.