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:
- 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.
- Performance: Are there performance issues you’re running into, and in what context?
- 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.
- 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.)
- 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:
- Discussions: Performant and Energy-Efficient Rendering with Render Graph and On-Tile Post Processing for Untethered XR in Unity 6.3
- Discussions: Unity VR+ Tutorial: Building Games That Work in Both VR and Desktop
- Discussions: visionOS Release Notes 3.0
- YouTube: Build once, extend further: Bringing your app to Android XR | Unite 2025
- YouTube: Unlock the full potential of Meta Quest and Meta Horizon OS with Unity | Unite 2025
- Unity Learn: Create with VR


