Unity XR Updates - September 2025

Hello again! It’s Matt from the XR team at Unity, here to share another round of updates.

Unity 6.2

Here’s a look at the latest XR development features in this release, which shipped last month:

  • Android XR support is now fully verified, providing developers with a stable and production-quality foundation for building Android XR applications. You can read more about this milestone here. Notable updates include:
    • Hand Mesh Functionality: Visualize hand meshes and utilize them for occlusion.
    • Dynamic Refresh Rate: Dynamically adjusting the display’s refresh rate during runtime, optimizing performance and power consumption based on your XR application’s current needs.
    • Visibility Mesh Occlusion: Reduce GPU overhead for post-processing effects in URP, making it more practical to apply image effects like color grading and vignetting.
  • Developers can use the XR Interaction Toolkit (XRI) & UI Toolkit to render UI directly in world space for immersive games & applications. Check out this tutorial to learn more about how this works, and read more about what’s new in XRI (v3.2) here.
  • We’ve improved support for building colocated experiences on Quest, with support for shared anchors between colocated users, and colocation discovery, which allows apps to find other colocated devices running the same application. Both features can be found in OpenXR: Meta (v2.2), and you can read more about it here.

You can learn more about what’s new in Unity 6.2 here.

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 roadmap is up to date – you can check it out here, and share feedback and/or feature requests with us.

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? To submit a direct feature request to Unity instead of posting a topic, you can [submit your request here].
  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
Sharing Feedback

Please refer to our roadmap where you can learn about what’s planned moving forward, and tell us more about your experience or share your ideas with us. Your feedback will be carefully reviewed by the team, and provides a significant impact in driving the direction of the product. We look forward to hearing from you!

In Case You Missed It

Here’s a list of our announcements from the past quarter that you may have missed:

11 Likes

I cannot get the passthrough to work in my (very small) project. One build it worked, and the next one it broke again.
Here is the issue:

IN-115321

Thanks for sharing, we’ll follow up through our standard triage process.

1 Like

Hello Matt, Thank you for sharing this information!

Could you please ask the XR Team to create a basic lit HLSL shader example that is compatible with HDRP and XR (stereo rendering) for a desktop project (DX12)? I’ve been trying to create one for a few days with no luck. I’ve also been unable to find an example anywhere. All the XR shader examples are done for URP.

Thanks in advance!