# Quest 3 Unity source and resource catalog

Checked 26 September 2026. **61 repositories**, plus official template and art-resource directories.

This is a broad researched catalog, not a claim to enumerate every Unity repository on the internet. It covers all 33 non-Unreal repositories returned by the official `oculus-samples` organization listing on the check date, plus 28 selected community/Unity repositories. Some entries are finished creative apps or substantial game showcases; others are prefabs, feature demos, research prototypes, or older VR projects requiring adaptation.

Repository existence, README descriptions, top-level license files and available Unity project-version files were checked. No projects were cloned in full, built, or tested on a physical headset. The category labels describe repository intent, not certified performance or compatibility. “High-end” recommendations below are editorial judgments about scope and usefulness, not measured Quest 3 frame rates.

Start with **Cryptic Cabinet** for room-scale puzzles, **Phanto** for action, **Spirit Sling** for tabletop multiplayer, **First Hand** for hands, **The World Beyond** for a room companion, and **Open Brush** for a complete creative app. For a new app assembled from reusable pieces, start with **MRUK Samples + MR Motifs + Interaction SDK Samples**. **North Star** is a strong graphics reference, but it is a VR showcase requiring adaptation to passthrough.

The hand demo you described is likely [First Hand](https://github.com/oculus-samples/Unity-FirstHand), whose source includes an MR scene. I did not locate an official public Unity source release for First Encounters in this research; do not confuse it with The World Beyond or with third-party recreations.

## Reading the license column

- **MIT*** means the project's own/main code is MIT; it does not relicense Meta SDKs, Photon, TextMesh Pro, model weights, third-party art, or other bundled components. Root licenses are linked per row.
- **Meta/Oculus SDK terms** and **Unity Companion License** are source-available SDK/sample licenses, not MIT/Apache open-source grants. Review the applicable terms for the actual files you reuse.
- **GPL-3.0** is open source with redistribution obligations; it is not interchangeable with permissive MIT/Apache reuse.
- **PolyForm Noncommercial** is restricted source availability, not unrestricted open source. The current Lasertag license was fetched directly because search indexing still showed an old MIT label.
- A public repository with no clear license is listed separately, not presented as freely reusable code.

For all rows, keep the notices and audit the particular code/assets being copied. These are license-identification notes, not a complete dependency/license audit.

## Meta: substantial mixed-reality experiences

| Project / source | What it is | Useful parts and setup considerations | Main license |
| --- | --- | --- | --- |
| [First Hand](https://github.com/oculus-samples/Unity-FirstHand) | MR + VR scenes | Likely the hands demo you mean. Grab, poke, hand poses, palm blast/shield, teleportation, and an MR portal/voice scene. Strong hand-interaction reference; voice examples require configuration. | [MIT*](https://github.com/oculus-samples/Unity-FirstHand/blob/main/LICENSE.txt) |
| [The World Beyond](https://github.com/oculus-samples/Unity-TheWorldBeyond) | MR showcase | Room-aware character experience combining passthrough, Scene API, hand interaction, voice and spatial audio. A strong starting point for creatures or companions in your room. | [MIT*](https://github.com/oculus-samples/Unity-TheWorldBeyond/blob/main/LICENSE) |
| [Project Phanto](https://github.com/oculus-samples/Unity-Phanto) | MR game/reference | Ghost combat, room-mesh collision, environment-aware navigation and haptics. Strong base for an action game that uses the physical room. | [MIT*](https://github.com/oculus-samples/Unity-Phanto/blob/main/LICENSE.txt) |
| [Cryptic Cabinet](https://github.com/oculus-samples/Unity-CrypticCabinet) | MR game/reference | A multiplayer escape room that places puzzles in the real room. Includes scene understanding, shared anchors, hand interactions and passthrough styling. Photon configuration required. | [MIT*](https://github.com/oculus-samples/Unity-CrypticCabinet/blob/main/LICENSE) |
| [Spirit Sling Tabletop](https://github.com/oculus-samples/Unity-SpiritSling) | MR game/reference | Social tabletop game with room-aware board placement, avatars and multiplayer. One of the strongest templates for a polished tabletop project; Meta/Photon setup required. | [MIT*](https://github.com/oculus-samples/Unity-SpiritSling/blob/main/LICENSE) |
| [Discover](https://github.com/oculus-samples/Unity-Discover) | MR app framework/showcase | Networked MR launcher and sample experiences, combining room understanding, passthrough, anchors, colocation and avatars. Useful for a collection of miniature apps; Photon dependencies. | [MIT*](https://github.com/oculus-samples/Unity-Discover/blob/main/LICENSE) |
| [Spatial Lingo](https://github.com/oculus-samples/Unity-SpatialLingo) | MR educational/AI app | Language practice using real-world object recognition, voice, a character and generated lessons. Useful for educational experiences; includes AI/model/service dependencies and configuration. | [MIT*](https://github.com/oculus-samples/Unity-SpatialLingo/blob/main/LICENSE) |

## Meta: reusable MR scenes, prefabs and feature samples

| Project / source | What it is | Useful parts and setup considerations | Main license |
| --- | --- | --- | --- |
| [MR Utility Kit Samples](https://github.com/oculus-samples/Unity-MRUtilityKitSample) | MR building blocks | Room queries, object spawning, navigation, room reskinning, relighting, destructible mesh, panel placement, bouncing balls, keyboard and QR tracking. The most useful general room-aware sample collection. | [MIT*](https://github.com/oculus-samples/Unity-MRUtilityKitSample/blob/main/LICENSE) |
| [MR Motifs](https://github.com/oculus-samples/Unity-MRMotifs) | MR mechanics/prefabs | Reusable patterns for MR/VR transitions, depth effects, instant content placement, shared activities and colocation. Includes chess/co-watching examples and passthrough fading components. | [MIT*](https://github.com/oculus-samples/Unity-MRMotifs/blob/main/LICENSE) |
| [Interaction SDK Samples](https://github.com/oculus-samples/Unity-InteractionSDK-Samples) | Interaction building blocks | Advanced interaction examples beyond the core SDK samples. Import scenes/components matching the installed Interaction SDK version; useful for hands, controllers and object manipulation. | [Meta/Oculus SDK terms](https://github.com/oculus-samples/Unity-InteractionSDK-Samples/blob/main/LICENSE.txt) |
| [Starter Samples](https://github.com/oculus-samples/Unity-StarterSamples) | Small feature scenes | Focused samples including passthrough, hands, controller interactions, locomotion and UI. Easier to extract an individual feature than from a complete game. | [MIT*](https://github.com/oculus-samples/Unity-StarterSamples/blob/main/LICENSE) |
| [Depth API](https://github.com/oculus-samples/Unity-DepthAPI) | MR rendering | Dynamic occlusion: real objects can visually cover virtual content. Useful for believable room integration; this is a feature package/sample collection, not a game. | [Meta/Oculus SDK terms](https://github.com/oculus-samples/Unity-DepthAPI/blob/main/LICENSE) |
| [Passthrough Camera API Samples](https://github.com/oculus-samples/Unity-PassthroughCameraApiSamples) | Camera/computer vision | Camera viewer, camera-to-world mapping, brightness estimation, object detection and camera shader effects. Direct RGB access is separate from merely displaying passthrough. | [Meta/Oculus SDK terms](https://github.com/oculus-samples/Unity-PassthroughCameraApiSamples/blob/main/LICENSE.txt) |
| [Shared Spatial Anchors](https://github.com/oculus-samples/Unity-SharedSpatialAnchors) | MR multiplayer alignment | Create and share spatial anchors so multiple headsets can align virtual objects. Needs platform permissions/setup and device validation. | [MIT*](https://github.com/oculus-samples/Unity-SharedSpatialAnchors/blob/main/LICENSE) |
| [Space Sharing](https://github.com/oculus-samples/Unity-SpaceSharing) | MR multiplayer room data | Synchronize physical-room scene entities and geometry between colocated clients. Complements shared anchors rather than replacing networking/gameplay. | [MIT*](https://github.com/oculus-samples/Unity-SpaceSharing/blob/main/LICENSE) |
| [Local Multiplayer MR](https://github.com/oculus-samples/Unity-LocalMultiplayerMR) | Multiplayer reference | Separate Netcode, Photon Fusion 1 and PUN2 examples. README says much functionality moved to Multiplayer Building Blocks; start with those for a new project. | [MIT*](https://github.com/oculus-samples/Unity-LocalMultiplayerMR/blob/main/LICENSE.txt) |
| [Tracked Keyboard](https://github.com/oculus-samples/Unity-TrackedKeyboard) | MR productivity/UI | Keyboard visualization, text input and desk/passthrough modes. Useful for productivity scenes; check current device/runtime and keyboard support. | [MIT*](https://github.com/oculus-samples/Unity-TrackedKeyboard/blob/main/LICENSE.txt) |
| [Avatar + Interaction SDK Sample](https://github.com/oculus-samples/Unity-MetaXRInteractionSDK-AvatarSample) | Avatar interaction | Integrates Meta avatars with custom hand poses and object interaction. Reusable character interaction reference, not a complete passthrough game. | [Meta/Oculus SDK terms](https://github.com/oculus-samples/Unity-MetaXRInteractionSDK-AvatarSample/blob/main/LICENSE.txt) |

## Meta: VR games and production resources that can support an MR project

| Project / source | What it is | Useful parts and setup considerations | Main license |
| --- | --- | --- | --- |
| [North Star](https://github.com/oculus-samples/Unity-NorthStar) | VR showcase; MR adaptation needed | High-fidelity pirate adventure with hand interactions, body tracking and spatial audio. Best graphics reference in this set; it is not a ready-made passthrough game. | [MIT*](https://github.com/oculus-samples/Unity-NorthStar/blob/main/LICENSE) |
| [Move Fast](https://github.com/oculus-samples/Unity-MoveFast) | Hand-tracked fitness demo | Punching, chopping and blocking with hands. Useful fitness mechanics to adapt; do not assume passthrough is already implemented. | [MIT*](https://github.com/oculus-samples/Unity-MoveFast/blob/main/LICENSE.txt) |
| [Ultimate Glove Ball](https://github.com/oculus-samples/Unity-UltimateGloveBall) | VR multiplayer game | Multiplayer sport with avatars, social/platform integration and voice. Substantial reusable game systems; an MR conversion requires design and implementation work. | [MIT*](https://github.com/oculus-samples/Unity-UltimateGloveBall/blob/main/LICENSE) |
| [Decommissioned](https://github.com/oculus-samples/Unity-Decommissioned) | VR multiplayer game | Social-deduction showcase. Useful reference for multiplayer game structure, avatars and social interactions; not a native passthrough template. | [MIT*](https://github.com/oculus-samples/Unity-Decommissioned/blob/main/LICENSE) |
| [Shared Spaces](https://github.com/oculus-samples/Unity-SharedSpaces) | VR social/multiplayer sample | Social APIs, platform authentication, Photon networking and voice. Useful multiplayer plumbing for a future MR experience. | [MIT*](https://github.com/oculus-samples/Unity-SharedSpaces/blob/main/LICENSE) |
| [Movement](https://github.com/oculus-samples/Unity-Movement) | Tracking/avatar package | Body, eye and face tracking APIs with avatar retargeting. Hardware support differs: the package name does not imply Quest 3 has eye/face-tracking sensors. | [Meta/Oculus SDK terms](https://github.com/oculus-samples/Unity-Movement/blob/main/LICENSE.md) |
| [Meta XR Audio SDK Samples](https://github.com/oculus-samples/Unity-MetaXRAudioSDK) | Audio | Spatial audio examples to make characters, props and events sound located in the room. | [Meta/Oculus SDK terms](https://github.com/oculus-samples/Unity-MetaXRAudioSDK/blob/main/LICENSE) |
| [Haptics Studio Examples](https://github.com/oculus-samples/haptics-studio-examples) | Haptics | Reusable haptic-design examples for controller feedback. Requires the corresponding Meta haptics tools/SDK. | [Meta/Oculus SDK terms](https://github.com/oculus-samples/haptics-studio-examples/blob/main/LICENSE.txt) |
| [Compositor Layers](https://github.com/oculus-samples/Unity-CompositorLayers) | Rendering/UI | Examples of compositor layers for suitable UI/media use cases. Useful for readable panels; not a game or a passthrough system by itself. | [MIT*](https://github.com/oculus-samples/Unity-CompositorLayers/blob/main/LICENSE) |
| [Performance Settings](https://github.com/oculus-samples/Unity-PerformanceSettings) | Optimization | Testing ground for performance controls such as dynamic resolution and CPU settings. Relevant to standalone Quest rendering budgets. | [MIT*](https://github.com/oculus-samples/Unity-PerformanceSettings/blob/main/LICENSE) |
| [Application SpaceWarp](https://github.com/oculus-samples/Unity-AppSpaceWarp) | Rendering optimization | Demonstrates app frame synthesis. Evaluate for the particular experience; it does not establish acceptable latency or visual quality for every MR game. | [MIT*](https://github.com/oculus-samples/Unity-AppSpaceWarp/blob/main/LICENSE) |
| [Asset Streaming](https://github.com/oculus-samples/Unity-AssetStreaming) | Content loading | Addressables and level-of-detail examples for loading larger worlds/content sets. Useful after the core game works. | [MIT*](https://github.com/oculus-samples/Unity-AssetStreaming/blob/main/LICENSE) |
| [Shader Prewarmer](https://github.com/oculus-samples/Unity-ShaderPrewarmer) | Archived optimization sample | Shader prewarming workflow for reducing first-use shader stalls. Repository is archived; treat as reference code and check current Unity alternatives. | [MIT*](https://github.com/oculus-samples/Unity-ShaderPrewarmer/blob/main/LICENSE) |
| [Virtual Camera Publisher](https://github.com/oculus-samples/Unity-VirtualCameraPublisher) | Capture/media feature | Sample for publishing a virtual camera stream. A specialized API reference, not raw passthrough capture or game content. | [Meta/Oculus SDK terms](https://github.com/oculus-samples/Unity-VirtualCameraPublisher/blob/dev/LICENSE) |
| [Whisperer](https://github.com/oculus-samples/voicesdk-samples-whisperer) | Voice-driven demo | Voice SDK game/showcase code. Useful for voice-controlled puzzles or characters; inspect current voice-service setup and dependency requirements. | [MIT*](https://github.com/oculus-samples/voicesdk-samples-whisperer/blob/main/LICENSE) |

## Community: MR games, creative apps and advanced packages

| Project / source | What it is | Useful parts and setup considerations | Main license |
| --- | --- | --- | --- |
| [Open Brush](https://github.com/icosa-foundation/open-brush) | Complete creative app; Quest passthrough | Community evolution of Tilt Brush with 3D painting, brushes, import/export and Quest passthrough. Excellent substantial app to fork; much larger than a prefab pack. | [Apache-2.0](https://github.com/icosa-foundation/open-brush/blob/main/LICENSE) |
| [Meta XR Tabletop Games](https://github.com/dilmerv/MetaXRTableTopGames) | MR tutorial game | Tabletop bowling plus basic passthrough scenes using MRUK, hands and controllers. A smaller, approachable game base with a linked tutorial. | [MIT*](https://github.com/dilmerv/MetaXRTableTopGames/blob/master/LICENSE) |
| [ARC Car Racing](https://github.com/lawtancool/ARC-Car-Racing) | MR multiplayer prototype | Colocated RC-style racing with procedural tracks and room interaction. GPL-3.0; Photon setup required and the README lists omitted Asset Store car/track resources to obtain separately. | [GPL-3.0](https://github.com/lawtancool/ARC-Car-Racing/blob/main/LICENSE) |
| [TinkerXR](https://github.com/Boysle/TinkerXR) | MR research/creative app | Spatial CAD and 3D-printing interface on Quest 3 with depth occlusion and manipulation controls. Useful for object editors, construction tools and in-room creation. | [MIT*](https://github.com/Boysle/TinkerXR/blob/main/LICENSE) |
| [Bracer XR](https://github.com/treytuscai/bracer-xr) | Experimental MR interaction | Reconstructs the forearm surface and presents a touchable interface on it. Interesting source for wearable-style menus; a research system, not a complete game. | [Apache-2.0](https://github.com/treytuscai/bracer-xr/blob/master/LICENSE) |
| [QuestRoomScan](https://github.com/genesisinteractive/QuestRoomScan) | Advanced room reconstruction | Textured room reconstruction from depth and RGB, persistence and optional Gaussian-splat workflows. Unity package; Gaussian-splat training uses a server. Profile memory/performance on device. | [MIT*](https://github.com/genesisinteractive/QuestRoomScan/blob/main/LICENSE.md) |
| [QuestCameraKit](https://github.com/xrdevrob/QuestCameraKit) | MR vision/effects samples | Color picking, object detection, QR tracking, camera shaders/portals, image-and-voice AI and WebRTC streaming. Strong community collection for visually interesting camera-aware apps. | [MIT*](https://github.com/xrdevrob/QuestCameraKit/blob/main/LICENSE) |
| [UXR.QuestCamera](https://github.com/Uralstech/UXR.QuestCamera) | Camera access package | Alternative Unity wrapper for Quest passthrough camera access. Includes a native Android plugin and dependency-manager requirements; not a gameplay kit. | [Apache-2.0](https://github.com/Uralstech/UXR.QuestCamera/blob/master/LICENSE) |
| [Quest ArUco Marker Tracking](https://github.com/TakashiYoshinaga/QuestArUcoMarkerTracking) | Physical marker tracking | ArUco/ChArUco marker tracking for real-world props. Source is MIT, but the README requires paid OpenCV for Unity for device deployment. | [MIT*](https://github.com/TakashiYoshinaga/QuestArUcoMarkerTracking/blob/main/LICENSE) |
| [QuestCameraTools-Unity](https://github.com/HoloLabInc/QuestCameraTools-Unity) | Spatial alignment package | QR-code and Immersal-based spatial alignment. Useful for attaching content to known physical locations; Immersal is an additional service/SDK path. | [MIT*](https://github.com/HoloLabInc/QuestCameraTools-Unity/blob/main/LICENSE.md) |
| [QuestRealityCapture](https://github.com/t-34400/QuestRealityCapture) | Capture/data tool | Records headset/controller poses, stereo camera images, calibration and depth. Useful for reconstruction or computer-vision development, not a finished game. | [MIT*](https://github.com/t-34400/QuestRealityCapture/blob/main/LICENSE) |
| [Unity QuestVisionStream](https://github.com/danieloquelis/Unity-QuestVisionStream) | Vision/streaming package | Streams Quest camera data through WebRTC to external inference systems. Useful when camera processing runs on another machine; requires that infrastructure. | [MIT*](https://github.com/danieloquelis/Unity-QuestVisionStream/blob/main/LICENSE) |
| [Quest + OpenCV Example](https://github.com/EnoxSoftware/QuestWithOpenCVForUnityExample) | Computer-vision sample | Quest MR examples built around OpenCV for Unity. The example code is MIT; the separately licensed OpenCV for Unity asset is required. | [MIT*](https://github.com/EnoxSoftware/QuestWithOpenCVForUnityExample/blob/main/LICENSE) |
| [Synth VR](https://github.com/genesisinteractive/synth-vr) | Experimental MR humanoids | Physics hand interaction, room colliders and passthrough for simulated humanoids. Depends on synth-core and a MuJoCo integration; optional learning adds more dependencies. | [Apache-2.0](https://github.com/genesisinteractive/synth-vr/blob/main/LICENSE) |
| [theDAW XR](https://github.com/gantasmo/theDAW-XR) | MR music/performance app | Hand-controlled MIDI surfaces, passthrough streaming and colocated performance. Useful for music interfaces; requires desktop DAW/ADB components for the full experience. | [MIT*](https://github.com/gantasmo/theDAW-XR/blob/main/LICENSE) |

## Unity/community frameworks, starter templates and older adaptable projects

| Project / source | What it is | Useful parts and setup considerations | Main license |
| --- | --- | --- | --- |
| [Meta Quest MR Unity Template](https://github.com/afjk/Meta-Quest-MR-Unity-Template) | Quest 3 MR starter | Unity 6 starter with OpenXR, XR Interaction Toolkit, XR Hands and build automation. A small foundation rather than a finished game. | [MIT*](https://github.com/afjk/Meta-Quest-MR-Unity-Template/blob/main/LICENSE) |
| [Mixed Reality Toolkit 3](https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity) | Cross-platform UI/toolkit | Spatial buttons, sliders, object manipulation, hand menus and panels, with Meta Quest listed among supported devices. Current top-level license is BSD-3-Clause. | [BSD-3-Clause](https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity/blob/main/LICENSE.md) |
| [UltimateXR](https://github.com/VRMADA/ultimatexr-unity) | VR interaction framework | Hand poses, grabbing, avatars, locomotion, UI and haptics. Useful reusable framework; passthrough and scene understanding still need integration. | [MIT*](https://github.com/VRMADA/ultimatexr-unity/blob/main/LICENSE) |
| [VRTK](https://github.com/ExtendRealityLtd/VRTK) | General/older VR toolkit | Reusable VR interaction components and examples. Its checked project targets Unity 2020; evaluate compatibility before choosing it over current Meta/Unity tooling. | [MIT*](https://github.com/ExtendRealityLtd/VRTK/blob/master/LICENSE.md) |
| [XR Interaction Toolkit Examples](https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples) | Unity interaction scenes | Official reusable XR interaction examples. Unity Companion License; pair with a Quest MR provider/template for room-aware passthrough. | [Unity Companion License](https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples/blob/main/LICENSE.md) |
| [AR Foundation Samples](https://github.com/Unity-Technologies/arfoundation-samples) | Cross-platform AR examples | AR feature samples under Unity Companion License. Feature availability varies by provider; phone AR examples are not automatically Quest-ready. | [Unity Companion License](https://github.com/Unity-Technologies/arfoundation-samples/blob/main/LICENSE.md) |
| [Gorilla Locomotion](https://github.com/Another-Axiom/GorillaLocomotion) | Movement component | Reusable hand-driven locomotion code. This is not the full Gorilla Tag game and does not include a Quest MR game or rights to Gorilla Tag branding. | [MIT*](https://github.com/Another-Axiom/GorillaLocomotion/blob/main/LICENSE) |
| [MiniGolf VR](https://github.com/mmeyrat/MiniGolf-VR) | Older open-source Quest VR game | Small three-hole mini-golf game. Unity 2019 project; a candidate for learning/gameplay reuse, with substantial modernization and MR conversion work. | [MIT*](https://github.com/mmeyrat/MiniGolf-VR/blob/main/LICENSE) |
| [MRTK Oculus Passthrough](https://github.com/dilmerv/MRTKOculusPassthrough) | Older MR tutorial | MRTK with Quest 2 passthrough. MIT; Unity 2019-era integration makes it historical reference rather than the first choice for new Quest 3 development. | [MIT*](https://github.com/dilmerv/MRTKOculusPassthrough/blob/master/LICENSE) |
| [Networked MRTK Passthrough Sample](https://github.com/calebcram/Passthrough-Online-MRTK_Quest---Sample) | Older multiplayer MR sample | Quest 2 passthrough, hand tracking and networked manipulation using MRTK and Normcore. Useful concepts; requires dependency upgrades and external networking setup. | [MIT*](https://github.com/calebcram/Passthrough-Online-MRTK_Quest---Sample/blob/main/LICENSE) |

## Interesting public source with reuse restrictions or incomplete license evidence

| Project / source | What it is | Useful parts and setup considerations | Main license |
| --- | --- | --- | --- |
| [Lasertag](https://github.com/anaglyphs/lasertag) | Experimental MR multiplayer game | Quest 3 colocated laser-tag FPS with live environment scanning. CURRENT license is PolyForm Noncommercial 1.0.0. Commercial use needs a separate license; older indexed MIT labels are stale. | [PolyForm Noncommercial 1.0.0](https://github.com/anaglyphs/lasertag/blob/master/LICENSE) |
| [BinaryPathway](https://github.com/STCloudLake/BinaryPathway) | MR puzzle prototype | Place binary tiles on a spatial grid to connect a path. README says MIT, but no standalone top-level LICENSE file was found in this check; obtain a clear license grant before relying on reuse. | [README says MIT; license file not found](https://github.com/STCloudLake/BinaryPathway/blob/master/README.md) |
| [Oculus Passthrough Demos](https://github.com/dilmerv/OculusPassthroughDemos) | Older public tutorial project | Early passthrough experiments. No top-level reuse license was found; public visibility alone is not an open-source license. Unity 2019-era project. | [Unclear / no license found](https://github.com/dilmerv/OculusPassthroughDemos/blob/master/README.md) |

## Particularly useful prefabs and sample scenes

These are contained in the repositories above, not additional repositories:

- [MRUK sample collection](https://github.com/oculus-samples/Unity-MRUtilityKitSample): **EffectMesh/MRUKBase**, **Floor Zone**, **Multi Spawn**, **Nav Mesh**, **Virtual Home**, **Passthrough Relighting**, **Destructible Mesh**, **Environment Panel Placement**, **Space Map**, **Keyboard Tracking**, **Bouncing Ball**, and **QR Code Detection**. Useful for placing enemies on real surfaces, finding space for play, applying virtual lighting, and opening virtual holes in room geometry.
- [MR Motifs](https://github.com/oculus-samples/Unity-MRMotifs): **Passthrough Fader** components, scene menu, transitions, depth effects, content placement, and shared activities. This is especially close to a reusable mechanics library.
- [First Hand](https://github.com/oculus-samples/Unity-FirstHand): hand grabbing, two-handed manipulation, poke UI, pose recognition, distance interaction and MR portal examples.
- [Meta XR Core SDK](https://assetstore.unity.com/packages/tools/integration/meta-xr-core-sdk-269169): **Building Blocks** assemble camera rig, passthrough, hands, controllers and other systems with dependencies. They are supplied through SDK packages rather than a separate game repository. Prefer version-matched samples.
- [Unity's Meta Quest workflow](https://docs.unity3d.com/6000.0/Documentation/Manual/xr-meta-quest-develop.html) lists **Mixed Reality**, **VR**, **VR Multiplayer**, and **Mixed Reality multiplayer tabletop** templates. Template availability depends on the Unity version; these are obtained through Unity tooling rather than assumed to be standalone public GitHub games.

## Free art and premade content

| Resource | Useful for | Reuse/setup notes |
| --- | --- | --- |
| [Kenney assets](https://kenney.nl/assets) | Low-poly props, furniture, vehicles, environments, UI and audio | Asset-page downloads are CC0 according to [Kenney's FAQ](https://kenney.nl/support). Models still need materials, colliders and game logic configured in Unity. |
| [Quaternius](https://quaternius.com/) | Characters, modular environments, props and animations | Check each pack. For example, [Universal Animation Library 2](https://quaternius.com/packs/universalanimationlibrary2.html) is CC0, with a free selection and paid fuller/source editions. Not every complete pack is a free download. |
| [Poly Haven](https://polyhaven.com/) | PBR materials, HDRIs and realistic models | Assets are [CC0](https://polyhaven.com/license). Reduce texture/mesh cost for standalone Quest as needed. These are art assets, not interactive MR prefabs. |

## Choosing a starting point

| Your intended result | Best candidates | Relative setup effort, inferred from architecture/dependencies |
| --- | --- | --- |
| Small first MR game | Meta XR Tabletop Games + MRUK | Lower: focused game/feature scenes |
| A polished room escape game | Cryptic Cabinet | Medium/high: full application, spatial setup and networking |
| Enemies interacting with your room | Phanto | Medium: scene mesh and game systems |
| Social tabletop game | Spirit Sling | Medium/high: networking, avatars and app setup |
| Natural hands and tactile objects | First Hand + Interaction SDK Samples | Medium: extract interactions and preserve dependencies |
| Creatures/companions in the room | The World Beyond | Medium: scene integration and character behavior |
| Creative painting app | Open Brush | High: substantial mature application |
| Camera-aware effects or AI | QuestCameraKit + official Camera API Samples | Medium/high: camera permissions, models or external services |
| High-quality standalone graphics reference | North Star | High for an MR conversion; useful rendering reference |
| Live textured room reconstruction | QuestRoomScan | High: GPU, memory and spatial persistence requirements |

Displaying passthrough, accessing camera pixels, querying a scanned room, and using depth occlusion are different capabilities. Choose the feature samples that match the experience rather than assuming any one API supplies them all. The official camera sample distinguishes its camera-access requirements and notes that XR Simulator does not support that API.

## Workspace requirements for any future adaptation

This catalog does not certify existing downloadable APKs. Any Quest 3 project created or adapted in this workspace must follow [QUEST-PASSTHROUGH-POLICY.md](../../QUEST-PASSTHROUGH-POLICY.md) and [QUEST-CONTROLLER-CONVENTIONS.md](../../QUEST-CONTROLLER-CONVENTIONS.md): support boundaryless passthrough wherever the platform allows it; use the appropriate whole-app or contextual mode; use official Touch Plus controller assets and the required input/help/focus behavior. Physical-headset validation remains necessary. No candidate has been checked against those requirements in this research.

## Version and activity snapshot

The version below is from the repository's root `ProjectSettings/ProjectVersion.txt`, when present. Nested Unity projects/packages may use another location. Use the selected release/commit's actual version and package manifest; README minimum versions can lag behind the current branch. “Last push” includes documentation/dependency changes and is not proof of game maintenance or quality.

| Repository | Root project editor version | Last push (UTC date) | Archived |
| --- | --- | --- | --- |
| [oculus-samples/Unity-FirstHand](https://github.com/oculus-samples/Unity-FirstHand) | 2022.3.22f1 | 2026-05-28 | No |
| [oculus-samples/Unity-TheWorldBeyond](https://github.com/oculus-samples/Unity-TheWorldBeyond) | 6000.0.59f2 | 2026-05-28 | No |
| [oculus-samples/Unity-Phanto](https://github.com/oculus-samples/Unity-Phanto) | 6000.0.59f2 | 2026-05-28 | No |
| [oculus-samples/Unity-CrypticCabinet](https://github.com/oculus-samples/Unity-CrypticCabinet) | 6000.0.59f2 | 2026-01-24 | No |
| [oculus-samples/Unity-SpiritSling](https://github.com/oculus-samples/Unity-SpiritSling) | 6000.0.59f2 | 2026-01-24 | No |
| [oculus-samples/Unity-Discover](https://github.com/oculus-samples/Unity-Discover) | 6000.0.59f2 | 2026-02-12 | No |
| [oculus-samples/Unity-SpatialLingo](https://github.com/oculus-samples/Unity-SpatialLingo) | 6000.0.62f1 | 2026-02-12 | No |
| [oculus-samples/Unity-MRUtilityKitSample](https://github.com/oculus-samples/Unity-MRUtilityKitSample) | 6000.0.66f2 | 2026-09-24 | No |
| [oculus-samples/Unity-MRMotifs](https://github.com/oculus-samples/Unity-MRMotifs) | 6000.0.60f1 | 2026-05-28 | No |
| [oculus-samples/Unity-InteractionSDK-Samples](https://github.com/oculus-samples/Unity-InteractionSDK-Samples) | 6000.0.66f2 | 2026-09-24 | No |
| [oculus-samples/Unity-StarterSamples](https://github.com/oculus-samples/Unity-StarterSamples) | 6000.0.66f2 | 2026-09-25 | No |
| [oculus-samples/Unity-DepthAPI](https://github.com/oculus-samples/Unity-DepthAPI) | Package/nested project; see repository | 2026-09-24 | No |
| [oculus-samples/Unity-PassthroughCameraApiSamples](https://github.com/oculus-samples/Unity-PassthroughCameraApiSamples) | 6000.0.66f2 | 2026-08-13 | No |
| [oculus-samples/Unity-SharedSpatialAnchors](https://github.com/oculus-samples/Unity-SharedSpatialAnchors) | 6000.0.66f2 | 2026-09-24 | No |
| [oculus-samples/Unity-SpaceSharing](https://github.com/oculus-samples/Unity-SpaceSharing) | 6000.0.66f2 | 2026-09-24 | No |
| [oculus-samples/Unity-LocalMultiplayerMR](https://github.com/oculus-samples/Unity-LocalMultiplayerMR) | Package/nested project; see repository | 2026-05-28 | No |
| [oculus-samples/Unity-TrackedKeyboard](https://github.com/oculus-samples/Unity-TrackedKeyboard) | 2022.3.49f1 | 2026-05-28 | No |
| [oculus-samples/Unity-MetaXRInteractionSDK-AvatarSample](https://github.com/oculus-samples/Unity-MetaXRInteractionSDK-AvatarSample) | 2022.3.52f1 | 2026-05-28 | No |
| [oculus-samples/Unity-NorthStar](https://github.com/oculus-samples/Unity-NorthStar) | 6000.0.59f2 | 2026-01-23 | No |
| [oculus-samples/Unity-MoveFast](https://github.com/oculus-samples/Unity-MoveFast) | 2022.3.22f1 | 2026-05-28 | No |
| [oculus-samples/Unity-UltimateGloveBall](https://github.com/oculus-samples/Unity-UltimateGloveBall) | 6000.0.59f2 | 2026-01-24 | No |
| [oculus-samples/Unity-Decommissioned](https://github.com/oculus-samples/Unity-Decommissioned) | 6000.0.59f2 | 2026-03-25 | No |
| [oculus-samples/Unity-SharedSpaces](https://github.com/oculus-samples/Unity-SharedSpaces) | 6000.0.59f2 | 2026-01-24 | No |
| [oculus-samples/Unity-Movement](https://github.com/oculus-samples/Unity-Movement) | Package/nested project; see repository | 2026-07-29 | No |
| [oculus-samples/Unity-MetaXRAudioSDK](https://github.com/oculus-samples/Unity-MetaXRAudioSDK) | Package/nested project; see repository | 2026-05-28 | No |
| [oculus-samples/haptics-studio-examples](https://github.com/oculus-samples/haptics-studio-examples) | Package/nested project; see repository | 2024-04-24 | No |
| [oculus-samples/Unity-CompositorLayers](https://github.com/oculus-samples/Unity-CompositorLayers) | 2022.3.21f1 | 2026-05-28 | No |
| [oculus-samples/Unity-PerformanceSettings](https://github.com/oculus-samples/Unity-PerformanceSettings) | 6000.3.15f1 | 2026-08-28 | No |
| [oculus-samples/Unity-AppSpaceWarp](https://github.com/oculus-samples/Unity-AppSpaceWarp) | 6000.3.18f1 | 2026-08-20 | No |
| [oculus-samples/Unity-AssetStreaming](https://github.com/oculus-samples/Unity-AssetStreaming) | 6000.0.59f2 | 2026-01-24 | No |
| [oculus-samples/Unity-ShaderPrewarmer](https://github.com/oculus-samples/Unity-ShaderPrewarmer) | 2022.3.38f1 | 2025-03-20 | Yes |
| [oculus-samples/Unity-VirtualCameraPublisher](https://github.com/oculus-samples/Unity-VirtualCameraPublisher) | Package/nested project; see repository | 2026-05-28 | No |
| [oculus-samples/voicesdk-samples-whisperer](https://github.com/oculus-samples/voicesdk-samples-whisperer) | 2022.3.8f1 | 2026-05-28 | No |
| [icosa-foundation/open-brush](https://github.com/icosa-foundation/open-brush) | 6000.6.0f1 | 2026-09-26 | No |
| [dilmerv/MetaXRTableTopGames](https://github.com/dilmerv/MetaXRTableTopGames) | 2022.3.26f1 | 2024-06-30 | No |
| [lawtancool/ARC-Car-Racing](https://github.com/lawtancool/ARC-Car-Racing) | 6000.0.46f1 | 2026-01-06 | No |
| [Boysle/TinkerXR](https://github.com/Boysle/TinkerXR) | 2022.3.22f1 | 2026-04-22 | No |
| [treytuscai/bracer-xr](https://github.com/treytuscai/bracer-xr) | 2022.3.62f3 | 2026-07-27 | No |
| [genesisinteractive/QuestRoomScan](https://github.com/genesisinteractive/QuestRoomScan) | Package/nested project; see repository | 2026-09-19 | No |
| [xrdevrob/QuestCameraKit](https://github.com/xrdevrob/QuestCameraKit) | Package/nested project; see repository | 2026-09-23 | No |
| [Uralstech/UXR.QuestCamera](https://github.com/Uralstech/UXR.QuestCamera) | Package/nested project; see repository | 2026-07-29 | No |
| [TakashiYoshinaga/QuestArUcoMarkerTracking](https://github.com/TakashiYoshinaga/QuestArUcoMarkerTracking) | Package/nested project; see repository | 2026-09-16 | No |
| [HoloLabInc/QuestCameraTools-Unity](https://github.com/HoloLabInc/QuestCameraTools-Unity) | Package/nested project; see repository | 2025-05-08 | No |
| [t-34400/QuestRealityCapture](https://github.com/t-34400/QuestRealityCapture) | 6000.4.5f1 | 2026-06-18 | No |
| [danieloquelis/Unity-QuestVisionStream](https://github.com/danieloquelis/Unity-QuestVisionStream) | 6000.0.53f1 | 2025-08-25 | No |
| [EnoxSoftware/QuestWithOpenCVForUnityExample](https://github.com/EnoxSoftware/QuestWithOpenCVForUnityExample) | Package/nested project; see repository | 2026-05-17 | No |
| [genesisinteractive/synth-vr](https://github.com/genesisinteractive/synth-vr) | Package/nested project; see repository | 2026-09-19 | No |
| [gantasmo/theDAW-XR](https://github.com/gantasmo/theDAW-XR) | 6000.4.11f1 | 2026-07-04 | No |
| [afjk/Meta-Quest-MR-Unity-Template](https://github.com/afjk/Meta-Quest-MR-Unity-Template) | 6000.0.59f2 | 2025-10-15 | No |
| [MixedRealityToolkit/MixedRealityToolkit-Unity](https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity) | Package/nested project; see repository | 2026-09-24 | No |
| [VRMADA/ultimatexr-unity](https://github.com/VRMADA/ultimatexr-unity) | Package/nested project; see repository | 2026-06-08 | No |
| [ExtendRealityLtd/VRTK](https://github.com/ExtendRealityLtd/VRTK) | 2020.3.33f1 | 2024-04-24 | No |
| [Unity-Technologies/XR-Interaction-Toolkit-Examples](https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples) | 6000.3.0f1 | 2026-02-14 | No |
| [Unity-Technologies/arfoundation-samples](https://github.com/Unity-Technologies/arfoundation-samples) | 6000.5.0b2 | 2026-09-03 | No |
| [Another-Axiom/GorillaLocomotion](https://github.com/Another-Axiom/GorillaLocomotion) | Package/nested project; see repository | 2023-04-28 | No |
| [mmeyrat/MiniGolf-VR](https://github.com/mmeyrat/MiniGolf-VR) | 2019.3.1f1 | 2022-08-03 | No |
| [dilmerv/MRTKOculusPassthrough](https://github.com/dilmerv/MRTKOculusPassthrough) | 2019.4.34f1 | 2023-04-26 | No |
| [calebcram/Passthrough-Online-MRTK_Quest---Sample](https://github.com/calebcram/Passthrough-Online-MRTK_Quest---Sample) | Package/nested project; see repository | 2023-05-10 | No |
| [anaglyphs/lasertag](https://github.com/anaglyphs/lasertag) | 6000.3.20f1 | 2026-09-25 | No |
| [STCloudLake/BinaryPathway](https://github.com/STCloudLake/BinaryPathway) | 6000.3.6f1 | 2026-06-24 | No |
| [dilmerv/OculusPassthroughDemos](https://github.com/dilmerv/OculusPassthroughDemos) | 2019.4.29f1 | 2021-08-22 | No |

## Keep discovering projects

- [Meta Unity code-sample index](https://developers.meta.com/horizon/code-samples/unity/) and the [official sample organization](https://github.com/oculus-samples).
- [Unity XR Interaction Toolkit examples](https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples) and [AR Foundation samples](https://github.com/Unity-Technologies/arfoundation-samples).
- Treat Meta Store/SideQuest listings and YouTube videos as demonstrations unless they link to licensed source. A free-to-play app is not automatically open source. WebXR, Godot, native C++ and Meta Spatial SDK projects were excluded from the Unity repository count.

Research method: direct public GitHub organization/repository API reads, direct README and license-file reads, and web searches verified against maintainers' repositories/documentation. No third-party code or repository-provided agent instructions were executed.
