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Building Blocks Overview

Updated: Feb 19, 2026
Use Building Blocks to accelerate development with easy-to-use, pre-built components for common XR features. The table below lists all available Building Blocks, their categories, brief descriptions, and the Meta XR SDK version in which each was introduced.
Categories (such as AI, Haptics, or Multiplayer) group Building Blocks by their function and match the organization in the Unity Building Blocks dialog for easier navigation. The version column helps you identify when each Building Block became available, so you can easily check compatibility with your own project.
Building BlockCategoryDescriptionVersion introduced
Passthrough, AI
Provides direct access to your headsets camera feed, enabling custom computer vision processing, image analysis, and AI-powered scene understanding.
v83
Passthrough Camera Visualizer
Passthrough, AI
Renders the raw camera feed on-screen for debugging and development, helping you verify what your computer vision algorithms are processing.
v83
Object Detection
AI
Identifies and returns bounding boxes for real-world objects in the camera feed using machine learning, enabling your app to recognize and respond to physical items.
v83
Large Language Models
AI
Provides access to multimodal AI models that can process text, images, and video to generate conversational responses, answer questions, or analyze visual content.
v83
Speech to Text
AI
Converts user speech into text that can be interpreted by Large Language Models.
v83
Text to Speech
AI
Generates realistic voice audio clips from text, enabling your app to speak responses aloud.
v83
Audio
Positions audio sources in 3D space so sounds appear to come from specific directions and distances, creating realistic environmental audio.
v68
Avatars, Multiplayer
Displays user avatars and synchronizes their movements across a shared virtual experience.
v65
Core
Tracks head and body movements and updates the virtual camera accordingly, serving as the foundation for VR rendering.
v57
Core, Passthrough
Displays a live video feed of the physical environment, allowing users to see their surroundings while wearing their headset.
v57
Controller Tracking
Core
Tracks controller position, rotation, and movement, enabling precise motion-based input in your application.
v57
Core
Tracks where users are looking, enabling gaze-based UI selection, foveated rendering, or eye contact in social experiences.
v57
Core
Detects hand position, orientation, and finger poses, enabling controller-free interaction through natural hand gestures.
v57
Haptics
Haptics
Triggers controller vibrations in response to user actions, providing tactile confirmation for interactions like grabbing objects or pressing buttons.
v72
Interaction
Enables users to pick up, hold, and release virtual objects using hand poses or controller grip buttons.
v62
Interaction
Provides a ready-to-use rig pre-configured with all standard interactors (grab, poke, ray, teleport) for rapid prototyping with hands and controllers.
v57
Interaction
Detects when a fingertip or controller touches a surface, enabling button presses and touchscreen-style UI interactions.
v57
Interaction, Movement
Enables point-and-teleport locomotion, allowing users to move through large virtual spaces without physical walking or joystick movement.
v66
Interaction
Casts a visible ray from the hand or controller for pointing at distant objects, enabling selection and interaction from afar.
v57
Interaction
Enables users to grab virtual objects from across the room by pointing at them and making a grab gesture, without needing to reach them physically.
v62
Interaction
Uses natural hand poses to grab virtual objects on contact, with finger positions conforming realistically to the object’s shape.
v62
Networked Grabbable Object
Interaction, Multiplayer
Synchronizes object grab state and position across all users, ensuring everyone sees the same object interactions in multiplayer.
v65
Real Hands
Interaction, Passthrough
Shows users’ actual hands via passthrough video instead of rendered hand models, creating a seamless mixed reality experience.
v63
Controller Buttons Mapper
Interaction
Binds controller button presses to custom actions, simplifying input handling without writing button-detection code.
v60
Movement
Maps full-body tracking data to custom character rigs, enabling users to embody non-avatar characters with realistic body movement.
v83
Movement, Multiplayer
Synchronizes full-body tracked characters across the network so users see each other’s body movements in real-time.
v83
Auto Matchmaking
Multiplayer
Automatically places all users running the app into a shared room, ideal for public lobbies or always-connected experiences.
v65
Custom Matchmaking
Multiplayer
Requires a matching token to join a room, enabling private sessions, invite-only games, or partitioned user groups.
v71
Multiplayer
Enables players to invite Meta friends to join their session or accept pending invitations from others.
v74
Multiplayer
Discovers and connects players in the same physical vicinity using Bluetooth and WiFi for local multiplayer sessions.
v74
Player Name Tag
Multiplayer
Displays floating name labels above avatars so users can identify each other in shared spaces.
v65
Colocation
Spatial Anchor, Multiplayer
Aligns virtual content to the same physical location across multiple headsets, enabling shared mixed reality experiences in the same room.
v65
Voice, Multiplayer
Integrates Photon Voice 2 for real-time voice communication between users in multiplayer experiences.
v65
Shared Spatial Anchor Core
Multiplayer, Spatial Anchor
Creates persistent reference points in physical space that can be shared between users or sessions, keeping virtual content anchored to real-world locations.
v60
Passthrough
Uses depth sensing to hide virtual objects behind physical surfaces, so real-world furniture and walls properly obscure digital content.
v68
Passthrough Window
Passthrough
Cuts holes in the virtual environment to reveal the physical world in specific areas, useful for seeing your keyboard, drink, or surroundings.
v60
Effect Mesh
Scene
Applies visual effects like highlights, outlines, or shaders to detected physical surfaces, often used to attention to interactive areas in mixed reality environments.
v60
Find Spawn Positions
Scene
Analyzes scene geometry to find valid placement locations for virtual objects, such as empty floor space or table surfaces.
v68
Anchor Prefab Spawner
Scene
Automatically spawns prefabs at detected scene anchors like tables, walls, or couches, enabling alignment of virtual objects to a physical environment.
v60
Instant Content Placement
Scene
Detects surfaces and automatically positions developer-defined virtual content without requiring a pre-scanned room setup, enabling quick mixed reality experiences on first launch.
v74
Room Guardian
Scene
Renders a visible boundary at the edge of the play area, warning users when they approach physical walls or obstacles.
v60
Scene Debugger
Scene
Displays wireframes and labels for all detected scene elements (walls, floors, furniture), helping diagnose scene understanding issues.
v60
Sample Spatial Anchor Controller
Spatial Anchor
Provides example code for saving and loading spatial anchors, demonstrating how to persist virtual object positions across sessions.
v60
Spatial Anchor
Creates persistent reference points tied to physical locations, allowing virtual objects to remain in place across app sessions.
v60
Voice
Transcribes continuous speech to text in real-time, enabling hands-free text input or voice commands.
v65
Voice
Converts text strings to spoken audio output, enabling your app to read content aloud to users.
v65
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