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Build profiles

The project already contains a build profile for each headset: Meta Quest 3 and PICO 4. A profile holds all the settings its headset needs. You only select the right one before building. Choose your headset in the tabs below.

Select the profile​

  1. Open File > Build Profiles.
  2. In the list on the left, click Meta Quest 3.
  3. If it isn't marked Active yet, click Switch Profile and wait until Unity is done.
Note

Placeholder: File > Build Profiles with the Meta Quest 3 profile selected and marked Active.

Check the headset settings​

The Meta Quest 3 and the PICO 4 share some settings, so check these each time before you build:

  1. Open Edit > Project Settings > XR Plug-in Management and click the Android tab (the robot icon).
  2. OpenXR is ticked, and nothing else in the list.
  3. Click OpenXR in the left column. In the Android tab, Meta Quest Support is ticked and PICO is not ticked.
Note

Placeholder: XR Plug-in Management > OpenXR, Android tab, set up for the Meta Quest 3.

Wrong tick, wrong headset

If PICO is ticked instead of Meta Quest Support, the app may start in a flat window or with a black screen on the Quest 3.

Next: Build and install.

For the tech team: create the profiles​

Show the one-time setup

Unity 6 has a built-in Meta Quest platform. Its profile installs the OpenXR package and sets the headset's Player settings. No Meta SDK is needed.

  1. Open File > Build Profiles and click Add Build Profile.
  2. In the Platform Browser, choose Meta Quest. Leave Partner Packages unticked.
  3. Click Add Build Profile, then rename the profile to Meta Quest 3.

The profile overrides these Player settings:

SettingValue
Graphics APIVulkan
Minimum API LevelAndroid 10 (API level 29)
Target API LevelAndroid 12L (API level 32)
Scripting BackendIL2CPP
Target ArchitecturesARM64
Stereo Rendering ModeInstancing

Under XR Plug-in Management > OpenXR (Android tab), add the Meta Quest Touch Plus Controller Profile to Interaction Profiles, and tick Hand Tracking Subsystem if lessons use hands.

Placeholder: any other project-specific OpenXR features, for example passthrough for AR lessons.

Build profiles are saved as files in the project, so commit them and everyone gets them.