Unity XR Updates - February 2026

Hi everyone,

We’re back with another round of XR updates! Since our last check-in, we’ve officially released Unity 6.3, which brings a host of performance improvements, new features, and quality-of-life updates for XR development.

We Want to Hear From You

As we refine our roadmap, we don’t want to be making decisions in a vacuum. Please fill out this short survey to help us understand your most critical pain points – Help Shape Unity's Roadmap for XR .

Unity 6.3

Unity 6.3 is now available, with several updates across our XR offering.

  • The Unity OpenXR: Meta package now includes support for:
    • Environment Raycast: Raycast directly against the environment’s scene structure without instantiating physical colliders, significantly improving performance for interaction checks in mixed reality
    • Room Mesh: Native support for Room Mesh (global mesh data) is now available via AR Foundation. This allows your apps to access the scanned environment geometry for precise occlusion, physics, and nav mesh generation on Quest 3 and newer devices.
    • Image Capture: Enables applications to access images captured by the device camera for a variety of use cases, including computer vision and machine learning use cases.
  • The Unity OpenXR: Android XR package now includes support for:
    • Face Tracking: Mapping real-time facial expressions to avatars
    • Object Trackables: Augmenting pre-defined real-world objects
    • Automated Dynamic Resolution: Maintain consistent frame rates to keep users immersed instead of getting motion sick from dropped frames
  • URP & Graphics:
    • On-tile post-processing: Specialized rendering feature for untethered headsets that allow you to run effects like vignetting, tonemapping, and color grading with significantly lower battery consumption and better performance.
  • The XR Hands package (v1.7) has introduced a new tool for recording/playback of hand poses, making it easier to debug hand-tracking interactions.


Looking Ahead

Our goal is to help you build innovative experiences that shine, through features & optimizations that accelerate your development cycles, expand the path to better graphics performance, and enable support for new devices & features. Our latest public roadmap can be referenced here: Unity Product Roadmaps | Unity.

While our public roadmap no longer supports voting on individual features, we will be sharing regular updates throughout the year, including in-person events (GDC on the horizon) and we look forward to engaging with you through these channels, including Unity Discussions.

Unity Discussions

Getting Started

New to XR development? Read more about Unity’s support for XR in our documentation, and get started with one of the XR templates in the Unity Hub.

Posting Topics

Please keep your new topics specific and try to ensure you are not duplicating an existing topic. Here are some topic themes to guide you:

  1. Features and workflows: Are there any workflows that are unclear or missing? Are there any features that you expected to see, but didn’t? Can you share a clever workaround for an issue that you think may help others? If you are sharing a feature request, add “[Feature Request]” to the title of your post so our team is aware.
  2. Performance: Are there performance issues you’re running into, and in what context?
  3. Use cases: What are your use cases? Can you share a video demo of what you’re working on? We understand models, games, and other assets may be proprietary, so please do not share any sensitive intellectual property (IP) publicly.
  4. Bugs: Is there a bug that you reported through the bug reporter that’s worth discussing with the community? (See below for specifics about submitting bugs.)
  5. Documentation: Is any of the documentation unclear? Would you like more documentation for specific items?

Please also use tags when posting new topics to help folks navigate information more seamlessly. This also helps the many members across our Unity teams who actively read through the discussion forums, jump in to support and answer questions for the areas they look after. The XR tags available are:

  • XR
  • XR-OpenXR
  • XR-Meta-Quest
  • XR-Android-XR
  • XR-visionOS
  • XR-PolySpatial
  • XR-AR-Foundation
  • XR-Interaction-Toolkit
  • XR-Input
  • XR-Hands
  • XR-HoloLens
  • XR-Magic-Leap
Reporting Bugs

Before submitting a bug, check if it’s already been reported here, otherwise, your bug may be closed as a duplicate if a similar one exists. Please report bugs via the Unity Bug Reporter in the Unity Editor, and provide as much context as possible so we can rapidly triage the issue. When submitting a bug, please:

  • Link to a hosted image or video that clearly shows or explains the issue, including expected vs. actual results.
  • Attach a (stripped) project so we can easily recreate your issue.
  • Attach Profiler .data and Profile Analyzer .pdata files where possible.
  • After filing your bug, open a Discussions topic if you believe the community would benefit. In the topic name, it helps to use your bug name and issue # to make it easier to identify

In Case You Missed It

Here’s a list of announcements from our last update that you may have missed:

8 Likes

Nice update! I’ll share the survey with my network.
Only thing I forgot to mention is that official WebXR support would be amazing for cross platform XR support. And soft shadows finally rendering properly with custom shaders (;

Btw the roadmap you linked is very bad. It’s just either a huge video or a wall of slides, with no room for updates when a feature status changes. I really hope Unity will give a better solution (as the previous solution was fine for seeing the status of things)

3 Likes

Where? Link missed :slightly_smiling_face:

I believe that “Discussions” itself can be used for feature requests. It’s a great communication channel.

Official WebXR support would be awesome.

But even better web support for the current XR Display Subsystem would be helpful. Currently it only supports the very old Multi Pass rendering (drawing separately each eye) and in some render pipelines configurations there are issues with that as well.

Now days Unity have GPU Instancing in URP, so supporting the Single Pass rendering is possible, and there’s WebGL multiview extension on some devices, so Single Pass Instancing can be supported as well.

Also the XR Composition Layers package, and the move and improvements to OpenXR, made the current Unity XR APIs a better match for the WebXR API, so most actions/features in WebXR are similar.

I can create a test repository if it helps, at least for XR Display Subsystem. So even if there’s no official WebXR Support, it’ll improve 3rd party support.

2 Likes

WebXR is the main request that comes to mind. I sure hope Apple makes it available for iOS WebKit one day, since it’s available on their Vision Pro.

That’s the format we have to cover our plans across the editor & engine, with another update likely coming at GDC.

While we liked the previous solution too, maintaining it consistently proved unsustainable across all the areas.

Part of our goal with the survey and these updates in Discussions is to establish a stronger connection with the XR dev community, where folks can help influence + stay informed of our roadmap.

1 Like

Great catch, fixed!

When can we expect linux support?
This has been requested all the way back in 2023, literally 3 years ago, and no updates to it whatsoever…

4 Likes

Will there be a post about the findings from the survey? I would be very interested in this

  1. Make a new post about this @Ricardo_Rodrigues
  2. Check performance and make sure you follow the quickstart guide for Quest development. Make sure you check the validation steps, like disabling SSAO
    (Here is a good base project as well: GitHub - smitdylan2001/Unity-6-URP-XR-Base: Base project for Unity 6 for XR apps and games using Universal Render Pipeline

Official WebXR support please

1 Like

Really would love Unity’s OpenXR to support linux. I also agree WebXR support too.

2 Likes

Yeah linux support would be great, especially since it worked with SteamVR originally

We are testing Unity OpenXR with a custom OpenXR runtime for CAVE-style immersive projection environments and appear to be hitting a practical limit in Unity’s built-in OpenXR rendering path.

Unity works up to four views, matching the existing stereo and Quad Views use cases, but when the runtime exposes more than four views, Unity does not appear to generate the additional XR render passes/views. In our tests, the first four views render, but further views are not produced, with no clear warning or diagnostic message.

The use case is a CAVE/projection room display where multiple walls and surfaces need independent projection views. These systems are not conventional stereo HMDs, and may require more than four views depending on the room layout/stereo mode

OpenXR allows runtimes to expose view configurations and view counts through the standard enumeration flow, but Unity’s current OpenXR provider appears to be shaped around stereo and quad-view assumptions. Unity’s custom OpenXR feature and custom loader hooks do not appear to provide a supported way to override Unity’s XR render-pass/view generation.

Requested improvement

Unity OpenXR should support runtimes exposing more than four views. Unity should enumerate the runtime provided views and generate the corresponding XR render passes/render parameters, rather than assuming stereo or quad view layouts.

I’d file a bug report for this so it is properly checked by the right team

1 Like