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.
