Forum Discussion

adityaspt's avatar
adityaspt
Explorer
1 month ago
Solved

Can Meta XR SDK build for Windows PC VR, or is it Quest-only?

I've been developing a VR game for Quest Pro/Quest 3 for the past year using Unity 6 (6000.0.40f1) with Meta XR SDK (Core 74.0.1, All-in-One 74.0.2, Interaction SDK 74.0.2, Essentials 74.0.1).

Current situation:

  • Standalone Quest APK builds work functionally
  • Performance is poor (~40-50 FPS, pixelated visuals)
  • Unity Editor with Quest Link runs beautifully (80+ FPS, crisp visuals)

What I need to know: Can I build a Windows platform executable with Meta XR SDK and run it as a PC VR app via Quest Link? Or is Meta XR SDK strictly for standalone Quest Android builds?

What I've done:

  • Optimizing the standalone build with my own code logic and texture compression, and logging disabled (My game has a server logging feature)
  • Limited improvement due to an asset-heavy project

Why I'm asking: Since Quest Link (Editor to Quest) performs so well, I'm wondering if I can build a Windows .exe that runs the same way - using my PC's GPU while the Quest acts as a display/input device.

Constraints:

  • I need Meta XR SDK specifically for eye tracking (Quest Pro)
  • Not using OpenXR due to reported conflicts with Meta XR SDK

Has anyone successfully built Windows PC VR apps using Meta XR SDK? Or is the SDK Android-only, requiring a switch to OpenXR/SteamVR for PC builds?

Any guidance or documentation links appreciated!

Other questions:

  • Does eye tracking work over Quest Link with Windows builds?
  • Are there specific build settings or plugins needed?
  • Any performance differences vs standalone?
  • It worked for me.
    I just had to make a simple build with the Windows platform
    The way I ran it was: I connected my headset to the PC, switched to Quest link, and on my PC double-clicked the Windows .exe build file.

4 Replies

  • steve_40's avatar
    steve_40
    Honored Visionary

    This is what Google AI says:

    But I'd recommend you study all the SDK licence agreements carefully.

    • adityaspt's avatar
      adityaspt
      Explorer

      It worked for me.
      I just had to make a simple build with the Windows platform
      The way I ran it was: I connected my headset to the PC, switched to Quest link, and on my PC double-clicked the Windows .exe build file.

      • steve_40's avatar
        steve_40
        Honored Visionary

        I wasn't sure if you were asking if the SDK license permitted building PCVR apps for publishing on non-Meta platforms...

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