hz-unity-meta-mixed-reality-utility-kit
SkillDev toolsMeta XR Mixed Reality Utility Kit (MRUK) (com.meta.xr.mrutilitykit) for Unity XR development. Use when working with Scene API data (rooms, walls, floors, furniture), spawning prefabs on scene anchors, placing virtual objects in the real world, world locking to prevent anchor drift, raycasting against room geometry, generating NavMesh from scene data, environment depth raycasting for instant placement without scanning, Passthrough Camera Access (PCA), trackable detection (keyboards, QR codes), destructible scene meshes, space maps, room sharing for multiplayer, or any MR scene-aware feature.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the hz-unity-meta-mixed-reality-utility-kit skill
What this skill tells your AI
The instructions your AI receives, as published by meta-quest/agentic-tools in skills/hz-unity-meta-mixed-reality-utility-kit/SKILL.md and read by ahel’s review.
The Meta XR Mixed Reality Utility Kit (MR Utility Kit, MRUK) is a Unity package that provides high-level tools on top of the Scene API for building scene-aware Mixed Reality (MR) experiences. It is designed to be used in conjunction with the Meta XR Core SDK. It handles scene data loading and querying, spawning prefabs on real-world surfaces, world locking to prevent anchor drift, environment raycasting for instant placement without scanning, passthrough camera access, NavMesh generation from room geometry, and trackable detection (keyboards, QR codes).
Package: com.meta.xr.mrutilitykit
Finding the SDK Source
The package com.meta.xr.mrutilitykit may be located in different places depending on the project setup:
Library/PackageCache/com.meta.xr.mrutilitykit@<hash>/(cached from registry)Packages/com.meta.xr.mrutilitykit/(local package reference)- A custom on-disk path (embedded or local folder)
Before searching for SDK source, first locate the package root by searching for a known file by filename pattern:
**/com.meta.xr.mrutilitykit*/Core/Scripts/MRUK.cs
Then use the resolved parent path for all subsequent search operations.
Quick Reference
| Task | Class / Component | Source File | Key Entry Point |
|---|---|---|---|
| Load scene from device | MRUK | Scripts/MRUK.cs | LoadSceneFromDevice() |
| Load scene from prefab/JSON | MRUK | Scripts/MRUK.cs | LoadSceneFromPrefab(), LoadSceneFromJsonString() |
| Get current room | MRUK | Scripts/MRUK.cs | GetCurrentRoom() |
| Prevent anchor drift | MRUK | Scripts/MRUK.cs | EnableWorldLock = true |
| Query room geometry | MRUKRoom | Scripts/MRUKRoom.cs | Raycast(), IsPositionInRoom() |
| Find surfaces / closest point | MRUKRoom | Scripts/MRUKRoom.cs | TryGetClosestSurfacePosition(), GenerateRandomPositionOnSurface() |
| Get anchor properties | MRUKAnchor | Scripts/MRUKAnchor.cs | Label, PlaneRect, VolumeBounds |
| Spawn prefabs on anchors | AnchorPrefabSpawner | Scripts/AnchorPrefabSpawner.cs | PrefabsToSpawn, SpawnOnStart |
| Find random spawn positions | FindSpawnPositions | Scripts/FindSpawnPositions.cs | StartSpawn(), SpawnLocations |
| 27-slice mesh resizing | GridSliceResizer | Scripts/GridSliceResizer.cs | ResizeTo(Vector3) |
| Generate visual meshes | EffectMesh | Scripts/EffectMesh.cs | CreateMesh(), CutHoles |
| Breakable scene geometry | DestructibleGlobalMeshSpawner | Scripts/DestructibleGlobalMeshSpawner.cs | CreateOnRoomLoaded |
| GPU distance field texture | SpaceMapGPU | Scripts/SpaceMapGPU.cs | GetSpaceMap(), StartSpaceMap() |
| Boundary proximity fade | RoomGuardian | Scripts/RoomGuardian.cs | GuardianDistance, GuardianMaterial |
| NavMesh from scene | SceneNavigation | Scripts/SceneNavigation.cs | BuildSceneNavMesh() |
| Depth API raycasting | EnvironmentRaycastManager | Scripts/EnvironmentRaycastManager.cs | Raycast(), PlaceBox() |
| Passthrough camera images | PassthroughCameraAccess | Scripts/PassthroughCameraAccess.cs | GetTexture(), GetCameraPose() |
| Track keyboards / QR codes | MRUKTrackable | Scripts/MRUKTrackable.cs | TrackableType, MarkerPayloadString |
| Instant placement (no scan) | PointAndLocate | Scripts/BuildingBlocks/InstantContentPlacement/ | TryLocateSpace() |
| Share rooms (multiplayer) | MRUK | Scripts/MRUK.cs | ShareRoomsAsync(), LoadSceneFromSharedRooms() |
All source file paths are relative to the package root (see "Finding the SDK Source" above).
Architecture
Object Hierarchy
MRUK (singleton MonoBehaviour)
└── MRUKRoom (child GameObjects, one per room)
└── MRUKAnchor (children of rooms: walls, floors, furniture, etc.)
MRUK.Instanceis the central hub. It loads scene data, manages rooms, handles world locking, and provides theSceneSettingsconfiguration.MRUKRoomrepresents a physical room. Provides spatial queries (raycasting, position checks, surface queries) and holdsAnchors,WallAnchors,FloorAnchors,CeilingAnchors,GlobalMeshAnchor.MRUKAnchorrepresents a single scene element (wall, table, couch, etc.). Has aLabel(SceneLabels flags), optionalPlaneRect(2D bounds),VolumeBounds(3D bounds), andPlaneBoundary2D(polygon points).MRUKTrackableextendsMRUKAnchorfor runtime-detected objects (keyboards, QR codes).
Native Library
A C/C++ shared library handles world locking, anchor discovery, and coordinate conversion (OpenXR right-handed ↔ Unity left-handed). A hidden MRUKGlobalContext MonoBehaviour (DontDestroyOnLoad) ticks the native context every frame. You never call these directly.
Component Pattern
All feature components (AnchorPrefabSpawner, EffectMesh, FindSpawnPositions, SceneNavigation, SpaceMapGPU, RoomGuardian, DestructibleGlobalMeshSpawner) follow the same pattern:
- A
SpawnOnStart/CreateOnStart/BuildOnSceneLoadedproperty of typeMRUK.RoomFiltercontrols automatic initialization - In
Start(), they callMRUK.Instance.RegisterSceneLoadedCallback(...)which fires immediately if the scene is already loaded - They also expose manual methods (
CreateMesh(),StartSpawn(),BuildSceneNavMesh(), etc.) for programmatic control
Dependencies
- Required:
com.meta.xr.sdk.core(OVRCameraRig, OVRPlugin, OVRSpatialAnchor, OVRSemanticLabels) com.unity.ai.navigation(for SceneNavigation)com.unity.nuget.newtonsoft-json(for JSON scene serialization)
Key Enums
MRUKAnchor.SceneLabels (Flags)
FLOOR, CEILING, WALL_FACE, TABLE, COUCH, DOOR_FRAME, WINDOW_FRAME,
OTHER, STORAGE, BED, SCREEN, LAMP, PLANT, WALL_ART, GLOBAL_MESH,
INVISIBLE_WALL_FACE, UNKNOWN, INNER_WALL_FACE
Use as flags: SceneLabels.TABLE | SceneLabels.COUCH matches tables OR couches.
MRUKAnchor.ComponentType (Flags)
None = 0, Plane = 1, Volume = 2, All = Plane | Volume
Anchors can have plane geometry (2D rect), volume geometry (3D bounds), or both.
MRUK.SceneDataSource
Device // Load from device Scene API
Prefab // Load from room prefab GameObjects
DeviceWithPrefabFallback // Device first, prefab if no scene data (recommended for dev)
Json // Load from JSON string
DeviceWithJsonFallback // Device first, JSON if no scene data
MRUK.SurfaceType (Flags)
FACING_UP = 1 // Floors, table tops
FACING_DOWN = 2 // Ceilings, undersides
VERTICAL = 4 // Walls
MRUK.RoomFilter
None // Don't auto-initialize
CurrentRoomOnly // Only the room the user is in
AllRooms // All loaded rooms
MRUK.SceneModel
V1 // Standard scene model
V2 // High Fidelity: multiple floors/ceilings, slanted ceilings, inner walls
V2FallbackV1 // Try V2, fall back to V1 if unsupported
LabelFilter
Struct for filtering anchors by label and component type. Used in raycast, surface query, and spawn methods.
var filter = new LabelFilter(SceneLabels.TABLE | SceneLabels.COUCH, ComponentType.Volume);
bool passes = filter.PassesFilter(anchor.Label);
MRUK.PositioningMethod
DEFAULT // Standard positioning
CENTER // Center of surface (e.g., center of table for chess board)
EDGE // Edge of surface (e.g., edge of table for piano)
Core Classes
MRUK (Singleton)
Key Properties: Instance (static), IsInitialized, Rooms (List<MRUKRoom>), EnableWorldLock, IsWorldLockActive, TrackingSpaceOffset, SceneSettings
Key Methods:
GetCurrentRoom()→ MRUKRoomRegisterSceneLoadedCallback(UnityAction)— fires immediately if already loadedLoadSceneFromDevice(SceneModel)→ Task<LoadDeviceResult>LoadSceneFromPrefab(GameObject)→ Task<LoadDeviceResult>LoadSceneFromJsonString(string)→ Task<LoadDeviceResult>SaveSceneToJsonString()→ stringClearScene()HasSceneModel()→ Task<bool> (static, checks if device has scene data)ShareRoomsAsync(...),LoadSceneFromSharedRooms(...)— co-located multiplayer
Events: SceneLoadedEvent, RoomCreatedEvent, RoomUpdatedEvent, RoomRemovedEvent
MRUKSettings (serialized config): DataSource, RoomPrefabs[], SceneJsons[], LoadSceneOnStartup, EnableHighFidelityScene, SeatWidth, TrackerConfiguration
MRUKRoom
Key Properties: Anchors, WallAnchors, FloorAnchors, CeilingAnchors, GlobalMeshAnchor, IsLocal, RoomMeshData
Key Methods:
Raycast(Ray, float, out RaycastHit, out MRUKAnchor)— collisionless raycast against scene geometryRaycastAll(...)— all intersectionsIsPositionInRoom(Vector3),IsPositionInSceneVolume(Vector3)TryGetClosestSurfacePosition(Vector3, out Vector3, out MRUKAnchor, LabelFilter)→ float (distance)GenerateRandomPositionOnSurface(SurfaceType, float, LabelFilter, out Vector3, out Vector3)→ boolGenerateRandomPositionInRoom(float, bool)→ Vector3?FindLargestSurface(SceneLabels)→ MRUKAnchorGetRoomBounds()→ BoundsGetKeyWall(out Vector2, float)→ MRUKAnchor (widest wall facing room center)
Events: AnchorCreatedEvent, AnchorUpdatedEvent, AnchorRemovedEvent
MRUKAnchor
Key Properties: Label (SceneLabels), PlaneRect (Rect?), VolumeBounds (Bounds?), PlaneBoundary2D (List<Vector2>), Room (MRUKRoom), ParentAnchor, ChildAnchors, GlobalMesh (Mesh)
Key Methods:
Raycast(Ray, float, out RaycastHit, ComponentType)— collisionless raycastHasAnyLabel(SceneLabels)→ boolGetAnchorCenter()→ Vector3GetClosestSurfacePosition(Vector3, out Vector3, out Vector3, ComponentType)→ floatIsPositionInVolume(Vector3),IsPositionInBoundary(Vector2)
MRUKTrackable (extends MRUKAnchor)
Runtime-tracked objects (keyboards, QR codes). Managed by MRUK via SceneSettings.TrackerConfiguration.
Key Properties: TrackableType (OVRAnchor.TrackableType), IsTracked, MarkerPayloadString, MarkerPayloadBytes
Events on SceneSettings: TrackableAdded, TrackableRemoved
Feature Components
AnchorPrefabSpawner (Scripts/AnchorPrefabSpawner.cs)
Spawns prefabs on scene anchors based on labels. Configure PrefabsToSpawn (List<AnchorPrefabGroup>) mapping labels to prefab lists with scaling/alignment modes.
AnchorPrefabGroup: Labels, Prefabs, PrefabSelection (Random/ClosestSize/Custom), Scaling (Stretch/UniformScaling/UniformXZScale/NoScaling/Custom), Alignment (Automatic/Bottom/Center/NoAlignment/Custom), MatchAspectRatio, CalculateFacingDirection
Methods: SpawnPrefabs(), SpawnPrefabs(MRUKRoom), ClearPrefabs()
FindSpawnPositions (Scripts/FindSpawnPositions.cs)
Generates random valid positions for spawning objects. Supports floating, surface-mounted, and hanging positions with physics overlap checking.
SpawnLocation enum: Floating, AnySurface, VerticalSurfaces, OnTopOfSurfaces, HangingDown
Key props: SpawnObject, SpawnAmount, MaxIterations, Labels, CheckOverlaps, SurfaceClearanceDistance
GridSliceResizer (Scripts/GridSliceResizer.cs)
27-slice 3D mesh resizer (3D analogue of 9-slice). Preserves mesh borders/corners while stretching the interior to match anchor dimensions. Attach to prefabs used with AnchorPrefabSpawner.
EffectMesh (Scripts/EffectMesh.cs)
Generates visual meshes from scene anchors. Supports materials, colliders, hole cutting (for doors/windows), shadow casting, and visibility toggling.
Key props: MeshMaterial, Colliders, CutHoles (SceneLabels to cut holes for), CastShadow, HideMesh
Methods: CreateMesh(), DestroyMesh(), ToggleEffectMeshVisibility(bool), ToggleEffectMeshColliders(bool)
Passthrough Relighting (PTRL)
Casts virtual lights' shadows and highlights onto real-world surfaces by rendering an EffectMesh with the Meta/MRUK/Scene/HighlightsAndShadows shader (TransparentSceneAnchor.mat). Silent-failure heavy — the most common gotcha is the URP Renderer asset's Transparent Receive Shadows flag must be ON, otherwise shadows never appear on the floor.
For setup, URP/EffectMesh/passthrough requirements, common failure modes, and editor verification, see references/passthrough-relighting.md.
DestructibleGlobalMeshSpawner (Scripts/DestructibleGlobalMeshSpawner.cs)
Segments the global mesh into breakable fragments using Voronoi-based segmentation.
Key props: GlobalMeshMaterial, PointsPerUnitX/Y/Z (density), ReservedTop/Bottom (unbreakable zones)
SpaceMapGPU (Scripts/SpaceMapGPU.cs)
GPU-computed 2D top-down distance field of the room layout. Outputs to RenderTexture.
Key props: TextureDimension, MapGradient; Methods: GetSpaceMap() → RenderTexture, GetColorAtPosition(Vector3) → Color
Sets shader global _SpaceMapProjectionViewMatrix for UV calculation.
RoomGuardian (Scripts/RoomGuardian.cs)
Fades a boundary material as the user approaches room walls. Sets _GuardianFade float on the material.
Key props: GuardianMaterial, GuardianDistance (meters, default 1.0)
SceneNavigation (Scripts/SceneNavigation.cs)
Generates Unity NavMesh from scene geometry. Requires com.unity.ai.navigation.
Key props: NavigableSurfaces (SceneLabels), Agents (List<NavMeshAgent>), AgentRadius
Events: OnNavMeshInitialized
For more info see references/scene-navigation.md.
EnvironmentRaycastManager (Scripts/EnvironmentRaycastManager.cs)
Depth API raycasting against the physical environment without requiring pre-scanned scene data. Requires Quest 3+. Namespace: Meta.XR.
Check EnvironmentRaycastManager.IsSupported before use.
Methods: Raycast(Ray, out EnvironmentRaycastHit, float), PlaceBox(Ray, Vector3, Vector3, out EnvironmentRaycastHit), CheckBox(Vector3, Vector3, Quaternion)
PassthroughCameraAccess (Scripts/PassthroughCameraAccess.cs)
Raw passthrough camera image access. Requires horizonos.permission.HEADSET_CAMERA in AndroidManifest. Quest 3+ only. Namespace: Meta.XR.
Key props: CameraPosition (Left/Right), RequestedResolution, MaxFramerate, TargetMaterial
Methods: GetTexture() → Texture, GetColors() → NativeArray<Color32> (expensive), GetCameraPose() → Pose, ViewportPointToRay(), WorldToViewportPoint()
Struct CameraIntrinsics: FocalLength, PrincipalPoint, SensorResolution, LensOffset
Instant Content Placement (Scripts/BuildingBlocks/InstantContentPlacement/)
Building block scripts using EnvironmentRaycastManager for device-scan-free placement:
SpaceLocator(abstract):TryLocateSpace(out Pose),OnSpaceLocateCompletedevent,PreferredSurfaceOrientationPointAndLocate: raycast from a Transform,Locate()methodGrabAndLocate: grab-and-release placement via Interaction SDKPlaceWithAnchor: createsOVRSpatialAnchorat placed position to prevent drift
Common Patterns
Scene Loaded Callback
void Start()
{
MRUK.Instance.RegisterSceneLoadedCallback(OnSceneLoaded);
}
void OnSceneLoaded()
{
var room = MRUK.Instance.GetCurrentRoom();
// Scene is ready — query anchors, spawn objects, etc.
}
RegisterSceneLoadedCallback fires immediately if the scene is already loaded — safe to call at any time.
Iterating Anchors with LabelFilter
var room = MRUK.Instance.GetCurrentRoom();
foreach (var anchor in room.Anchors)
{
if (anchor.HasAnyLabel(MRUKAnchor.SceneLabels.TABLE | MRUKAnchor.SceneLabels.STORAGE))
{
Debug.Log($"{anchor.Label} at {anchor.GetAnchorCenter()}");
}
}
Raycasting Against Room Geometry
var room = MRUK.Instance.GetCurrentRoom();
var ray = new Ray(origin, direction);
if (room.Raycast(ray, Mathf.Infinity, out var hit, out var anchor))
{
Debug.Log($"Hit {anchor.Label} at {hit.point}, normal {hit.normal}");
}
Editor Testing with Prefab Fallback
Set MRUK.SceneSettings.DataSource to DeviceWithPrefabFallback and assign room prefabs in SceneSettings.RoomPrefabs. On device, real scene data is used. In editor (no device), prefab rooms load automatically. The package includes ~50 sample room prefabs under Core/Rooms/Prefabs/ (Bedroom, LivingRoom, Office, LargeScale).
Project Setup
- Install
com.meta.xr.mrutilitykitpackage - In OVRManager > Quest Features, set Scene Support to "Required"
- In OVRManager > Quest Features, enable Anchor Support
- Ensure
OVRCameraRigis in the scene - Add an
MRUKGameObject with theMRUKcomponent to the scene - Configure
SceneSettings.DataSource(useDeviceWithPrefabFallbackfor development) - For PassthroughCameraAccess: add
horizonos.permission.HEADSET_CAMERAto AndroidManifest and regenerate viaOVRManifestPreprocessor.GenerateOrUpdateAndroidManifest()
Calling SDK Methods via Unity MCP
MRUK classes live in the Meta.XR.MRUtilityKit namespace in the meta.xr.mrutilitykit assembly, which is not directly referenceable from Unity MCP compiled scripts. Use runtime reflection:
// 1. Find the type
System.Type t = null;
foreach (var asm in System.AppDomain.CurrentDomain.GetAssemblies())
{
try { t = asm.GetType("Meta.XR.MRUtilityKit.MRUK"); } catch { }
if (t != null) break;
}
// 2. Get method (no BindingFlags — parameterless overload only)
var m = t.GetMethod("GetCurrentRoom");
// 3. Get singleton instance
var instanceProp = t.GetProperty("Instance");
var instance = instanceProp.GetValue(null);
// 4. Invoke
var room = m.Invoke(instance, null);
Rules: Never add using System.Reflection; (causes MCP crashes). Never use BindingFlags overloads. Always catch System.Reflection.TargetInvocationException and log InnerException.
Using metavr Tools for Latest Docs
If the metavr MCP server is available, use the mcp__metavr__meta_docs_search and mcp__metavr__meta_docs_get_page tools to verify current API details, as Meta SDK documentation updates frequently. Use mcp__metavr__search_api_reference with engine='unity' to look up exact method signatures for MRUK, MRUKRoom, MRUKAnchor, and other classes.
Documentation Links
- MR Utility Kit Overview
- MRUK API Reference
- GitHub Samples (12 sample scenes, moved from package since v76)
- Scene API Overview
Signals
- GitHub stars
- 193
- Forks
- 16
- Last commit
- Aug 2026
Advanced
- Catalog kind
- skill
- Gateway key
hz-unity-meta-mixed-reality-utility-kit- Source
- github.com/meta-quest/agentic-tools