This repository is a collection of code samples and projects that demonstrate the capabilities of Meta Spatial SDK. Meta Spatial SDK is a new way to build immersive apps for Meta Horizon OS. Meta Spatial SDK lets you combine the rich ecosystem of Android development and the unique capabilities of Meta Quest via accessible APIs.
The samples in this repository showcase various features of the SDK, such as spatial anchors, scene understanding, and object recognition. Each sample project includes source code, build scripts, and documentation to help developers understand how to use the SDK to build their own spatially-aware applications.
Whether you're a seasoned developer or just starting out with Meta Quest/Horizon OS, the Meta Spatial SDK Samples are a valuable resource for learning how to leverage the power of spatial computing in your applications.
To try out these sample apps, you will need:
- A Meta Quest device (Quest 2/3/3S/Pro)
- Mac or Windows
- Android Studio Hedgehog or newer
- Meta Spatial Editor
First, ensure that all of the requirements are met.
Then, to build and run a sample:
- Clone this repository to your computer
- Open the specific sample app with Android Studio
- Plug in your Quest device to your computer
- Click the "Run" button in the Android Studio toolbar, the app will now be running on your headset
Notes:
- All samples, except MRUKSample and PremiumMediaSample, require you to install Meta Spatial Editor.
- MediaPlayerSample and PremiumMediaSample contain examples of custom shaders,
which requires the NDK to be installed and set up in app/build.gradle.kts
(ex.
ndkVersion = "27.0.12077973") - Our samples support our custom OVRMetrics integration
We have 13 sample apps, demonstrating various features of Meta Spatial SDK:
- AnimationsSample shows how to play animation clips, create reusable animation drivers, and demonstrates frame-based procedural animation.
- HybridSample shows how to begin with a standard Android-based 2D panel experience and switch between an immersive experience that hosts the same panel.
- CustomComponentsSample shows how to create a custom component that embodies the data shared across various instances of an application.
- PremiumMediaSample shows how to stream DRM-protected content, play 180-degree videos, and cast reflections from panels into the user's spatial setup with MRUK.
- MediaPlayerSample shows how to build an immersive video playback experience.
- MixedRealitySample shows an immersive experience that interacts with the user's physical surroundings.
- MrukSample shows an immersive experience influenced by the user's physical surroundings.
- Object3DSample shows inserting 3D objects into a scene and adjusting their properties in Meta Spatial Editor.
- PhysicsSample shows adding a physics component and adjusting its properties in Meta Spatial Editor.
- PremiumMediaSample shows a media streaming experience integrated into the users spatial environment.
- SpatialVideoSample shows how to play video with spatialized audio.
- StarterSample is a starter project that is part of Getting Started with Meta Spatial SDK.
- BodyTrackingSample shows how to access body tracking and utilize skeleton joint data.
- UISetSample shows how to leverage the Meta Horizon OS UI Set to create high-quality, consistent user interfaces.
- FeatureDevSample shows how to build reusable
SpatialFeaturelibrary modules as separate Android Library projects (Gradle modules).
We also have a starter app CustomComponentsStarter, which only contains the boilerplate code of CustomComponentsSample. You can download this starter app and follow this tutorial to build a LookAt app with Meta Spatial Editor and SDK.
The Showcases folder contains five apps. These are fully-featured applications built with Meta Spatial SDK, and are open-sourced here in this repository.
The documentation for Meta Spatial SDK can be found here.
Find our official release notes here.
entity.update<T> { ... }modifies a component with auto-save.entity.with<T> { ... }provides scoped read-only access.entity.withOrNull<T> { ... }for safe read access returning null if missing.entity.updateIfPresent<T> { ... }safely updates only if the component exists.- Multi-component variants for accessing 2-4 components together.
- Escape hatches:
entity.raw,withDataModel,entity.entityId,entity.isValid,entity.exists,entity.isNullEntity.
A full constraint system for connecting physics bodies with joints. There are six constraints options
BallSocketConstraint— Free rotation around a point (3 DOF). Simplest constraint — just two anchor points.ConeTwistConstraint— Rotation within a cone + twist around an axis, with configurable swing/twist limits, motor support, and softness/bias/relaxation tuning. Supports incremental updates — motor/limit changes don't recreate the native constraint.FixedConstraint— Locks two bodies rigidly. Typically paired withbreakForcefor destructible connections.HingeConstraint— Rotation around a single axis with angular limits (radians) and optional motor. Supports incremental updates.SliderConstraint— Linear motion along an axis with distance limits (meters) and optional motor. Supports incremental updates.SpringConstraint— Elastic connection with configurable stiffness (N/m), damping, and rest length. Always destroys and recreates the native constraint on any property change.
-
ScenePhysicsCollider— Standalone collision shapes that can be shared across multipleScenePhysicsObjectinstances. Factory methods cover box, sphere, capsule (X/Y/Z axis), cylinder (X/Y/Z axis), convex hull from glTF, exact triangle mesh from glTF, and compound shapes. Compound colliders support adding child shapes (addChildBox,addChildSphere,addChildCylinder) with local-space poses. -
CollisionShapeType— Controls how collision geometry is generated from meshes:PRIMITIVE(0) — Uses theshapeattribute (box, sphere, etc.). Fastest.TRIANGLE_MESH(1) — Exact triangle mesh from glTF. Static bodies only. Most accurate but slowest.CONVEX_HULL(2) — Convex hull from mesh vertices. Works for dynamic bodies.CONVEX_DECOMPOSITION(3) — V-HACD decomposition into multiple convex hulls for concave shapes. Controlled bymaxConvexHulls.COMPOUND(4) — Multiple primitives viaCompoundChildShapecomponents on child entities.
-
PlayerAvatarPhysics/PlayerAvatarPhysicsSystem— Gives the player physical presence in the scene.- Optional hand sphere colliders following.
- Configurable per-entity:
bodyRadius,handRadius,friction, etc.
BlendedAnimation— Delta-time-based animation component that crossfades between glTF animation tracks. Unlike the existingAnimatedcomponent (which uses wall-clock time),BlendedAnimationaccumulates time via frame delta-time andplaybackSpeed, giving frame-rate-independent control.
ResolveInputSystem— A late-running ECS system that callsScene.resolveInput()to ensure async input dispatches complete before the Choreographer'sdoFramefinishes. Prevents input events from being lost or delayed by one frame.
- Fixed build failure when project depends on a local Android Library.
- Added
spatial.componentsextensioncomponents.xmlDirectoryto configure component XML paths for librariescomponents.registrationsClassNameto configure name forComponentRegistrationsobject. Used for auto-registration of components.- See feature_dev_sample for code examples.
feature_dev_sample— Reference architecture sample demonstrating how to build reusableSpatialFeaturelibrary modules as separate Android Library projects (Gradle modules). Shows two patterns: a pure-Kotlin module (PulsingFeature— sine-wave scale animation) and a native C++/JNI module (NativeBobbingFeature— JNI-computed Y-position oscillation).
Physicscomponent — 3 new properties:collisionShapeType,collisionMeshNode, andmaxConvexHulls(see above).ScenePhysicsObject— New methods for runtime physics tuning:setBodyType()— switch between STATIC/DYNAMIC/KINEMATIC at runtimesetDamping()— control how quickly velocity decayssetDeactivationTime()/setSleepingThresholds()— tune when resting bodies go to sleepcreateFromCollider()— create a physics body from a reusableScenePhysicsCollider
PhysicsCreationSystem—getPhysicsObject(entity)gives direct access to the underlyingScenePhysicsObjectfor advanced manipulation.getPhysicsCreators()lets you register custom shape factories.
Pose.isApproximatelyEqual()— Fuzzy pose comparison with separate distance (meters) and angle (degrees) thresholds.Query.any()/count()/none()— Check query results without iterating.SpatialLogger.execStart()/execFinish()— Structured execution markers for lifecycle tracing.
setPanelCollisionPriority()— Resolve which panel receives input when panels overlap. Set priority to match the panel'szIndex.
resolveInput()— Ensures async input dispatches complete within the current frame, preventing dropped or delayed input events.
- General app size and performance improvements
The samples all include the Spatial SDK Gradle Plugin in their build files. This plugin is used for the Spatial Editor integration and for build-related features like custom shaders.
Meta collects telemetry data from the Spatial SDK Gradle Plugin to help improve MPT Products. You can read the Supplemental Meta Platforms Technologies Privacy Policy to learn more.
The Meta Spatial SDK Samples package is multi-licensed.
The majority of the project is licensed under the MIT License, as found in the LICENSE file.
The Meta Platform Technologies SDK license applies to the Meta Spatial SDK and supporting material, and to the assets used in the Meta Spatial SDK Samples package. The MPT SDK license can be found in the asset folder of each sample.
Specifically, all the supporting materials in each sample's
app/src/main/res/raw and app/src/main/assets folders including 3D models,
videos, sounds, and others, are licensed under the
MPT SDK license.