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Meta XR Interaction SDK Essentials (UPM)

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Updated: Feb 10, 2026|
Version
85.0
Meta XR Interaction SDK Essentials provides the core implementations of all the provided interaction models along with necessary shaders, materials, and prefabs.

Version 85.0 Release Notes

Improvements


This release is focused on optimizations and architectural changes that improve performance and enhance developer workflows and end user experiences.

Unified Ray Visual Indicators


The visual representation for ray interactions has been unified to use a single effect for both hand and controller interactions. This means that users have a consistent experience regardless of what modality of input they are using and it reduces the number of assets and components required to create the effects. In addition, the shaders used for the visual effects have been rewritten to use antialiasing to improve the visual quality of the effects while also being faster to compute resulting in increased performance at runtime.

Updated Locomotion Controls


The control schemes for teleport and slide locomotion modes have been updated to be more intuitive for users. In teleport mode, the swipe left and right gestures with the left hand or pushing left or right on the left controller joystick now turns the player instead of side-stepping. Also, in teleport mode, the swipe down gesture with the right hand or pushing down on the right controller joystick now steps backward instead of crouching. In slide mode, crouching is now activated by clicking the thumbstick on the right controller.

Please see the Artificial locomotion input maps design documentation for more information.

The system that detects whether to enter or exit the L-gesture teleport and turning system has been optimized to eliminate redundant pose detection.

Refactored InteractableTriggerBroadcaster Architecture


InteractableTriggerBroadcaster has been refactored to move the responsibility of specifying the relevant IInteractable up to the caller that is already setting the registry in a known Rigidbody. This simplifies the logic in InteractableTriggerBroadcaster and eliminates surprising behavior when used as a stand-alone component. This change also makes it more clear to developers that InteractableTriggerBroadcaster, despite its name, can also be used on the Interactor side to detect Interactables. Most importantly, with the removal of this unnecessary pairing, you can use a single InteractableTriggerBroadcaster for all Interactables that will execute WhenTriggerStay once reducing clock cycles and memory footprint.

What's Fixed

  • Fixed infinitely-sized surface in Gesture Examples scene
  • Fixed offsets in controller pointer pose used for raycasting in Quest Pro, Quest 3 and Quest 3S headsets
  • Hid unused CandidateTiebreaker fields in Interactors where they were not connected.
  • Fixed potential race condition in the Handedness of the SyntheticHand, where a Right hand would default to Left handedness.
  • Fix locked Thumb joint sliding during pinch
  • Set rays to only be visible with interactables present.