Unity XR
Stack overview
XR Interaction Toolkit (input + interaction)
↑
XR Plug-in Management
↙ ↘
OpenXR ARKit / ARCore
↘ ↙
Native runtimes (Quest, Vision OS, Pico, mobile)
For VR (Quest, PCVR, Vision OS) → XRI 3.x + OpenXR plug-in. For AR (mobile) → AR Foundation + ARKit/ARCore providers. Mixed Reality on Quest 3 → AR Foundation features (passthrough, anchors) work on top of OpenXR.
XRI 3.x — interactors and interactables
// On a controller GameObject
NearFarInteractor — combines direct grab + ray
TeleportInteractor — for teleport locomotion
// On an interactable object
XRGrabInteractable
XRSocketInteractor (slot)
XRSimpleInteractable (just hover/select)
Use the Interaction Manager in the scene; both interactors and interactables register with it.
Locomotion
XRI provides:
- Continuous Move + Continuous Turn — comfort options (snap turn, vignette).
- Teleport — TeleportationProvider + TeleportationArea/Anchor.
- Climb — ClimbProvider + ClimbInteractable.
Always offer multiple comfort options (snap turn 30°/45°, smooth turn, vignette intensity slider).
AR Foundation basics
public class PlaneSpawner : MonoBehaviour {
[SerializeField] private ARRaycastManager raycastManager;
[SerializeField] private GameObject prefab;
private static readonly List<ARRaycastHit> Hits = new();
void Update() {
if (!Touchscreen.current?.primaryTouch.press.wasPressedThisFrame ?? true) return;
var pos = Touchscreen.current.primaryTouch.position.ReadValue();
if (raycastManager.Raycast(pos, Hits, TrackableType.PlaneWithinPolygon)) {
var hit = Hits[0].pose;
Instantiate(prefab, hit.position, hit.rotation);
}
}
}
Add ARSession, ARSessionOrigin (or XROrigin in newer AR Foundation), and the relevant manager components (ARPlaneManager, ARAnchorManager, ARFaceManager, etc.) to the scene.
Hand tracking
| Platform | API |
|---|---|
| Quest | OpenXR + OVRSkeleton/OVRHand (Meta SDK) or XR Hands subsystem |
| Vision OS | XR Hands subsystem (OpenXR) |
| Mobile AR (image-based) | AR Foundation ARHumanBodyManager (limited) |
Use Unity's XR Hands package (com.unity.xr.hands) for cross-platform hand poses (joints, gestures).
Performance for XR
- Target frame rate: Quest 2 = 72/90Hz, Quest 3 = 90/120Hz, Vision OS = 90Hz. Missing frame budget causes nausea — non-negotiable.
- Single-Pass Instanced stereo rendering (URP): cuts vertex shader work in half.
- Foveated rendering on supported platforms (Quest 3 via OpenXR extension).
- Reproject / spacewarp as a fallback — but design for native frame rate first.
Anti-patterns
| Anti-pattern | Fix |
|---|---|
| Smooth-only locomotion (no comfort options) | Always offer teleport + snap turn |
| Heavy post-processing in VR | Disable bloom/SSAO on Quest; rely on baked lighting |
| World-space UI without curved canvas | Curve UI + raycast from controller for legibility |
Camera.main for head pose | Use XROrigin.Camera |
| Ignoring play space recentering | Listen to OnDeviceRecentered events |
Production checklist
- Frame rate met on minimum-spec headset
- Comfort options menu (turn type, vignette, height calibration)
- Hand tracking + controllers both supported (where platform allows)
- AR session error states handled (camera permission denied, plane lost)
- Single-pass stereo enabled in URP
- No motion sickness on a fresh tester