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Meta Quest Pro Sample
Install Required Dependencies
– [OpenXR Plugin](https://docs.unity3d.com/Packages/com.unity.xr.openxr@latest/) (com.unity.xr.openxr) – available in the Unity Registry via Package Manager
**note that the Oculus XR Plugin is deprecated – Meta recommends the official OpenXR Plugin

– [Meta XR Core SDK](https://assetstore.unity.com/packages/tools/integration/meta-xr-core-sdk-269169) (com.meta.xr.sdk.core) – Unity Asset Store

– [Meta XR Interaction SDK](https://assetstore.unity.com/packages/tools/integration/meta-xr-interaction-sdk-265014) (com.meta.xr.sdk.interaction) – Unity Asset Store
*Follow the same procedure as above, but search for “Meta XR Interaction SDK”
[TextMeshPro](https://docs.unity3d.com/Packages/com.unity.textmeshpro@latest/) (com.unity.textmeshpro)
This is packaged with Unity and no special action is required to install. The first time a scene requires TMP in a project, you will see this window – click ‘Import TMP Essentials’:

Configure Unity Project
Run the Project Validation ‘Fix All’ tool in Unity once you have installed all dependencies (only critical fixes are strictly required, but Fix All recommended):

If you need further information, refer to the official Meta guidance for Unity:
[Meta Set up Unity instructions](https://developers.meta.com/horizon/documentation/unity/unity-project-setup/) – Official Meta instructions for Unity project setup
[Eye Tracking for Movement SDK for Unity](https://developers.meta.com/horizon/documentation/unity/move-eye-tracking/) – Official Meta Eye Tracking guidance for Unity
[Face Tracking for Movement SDK for Unity](https://developers.meta.com/horizon/documentation/unity/move-face-tracking/) – Official Face Tracking guidance for Unity
Extract Meta Sample
Assumes HarmonEyes SDK has already been installed in your Unity project. Follow those instructions here first: https://harmoneyes.com/developers/unity-sdk/unity-sdk-install/
- Install all dependencies listed above per provider instructions.
- Import the sample
In the Unity Project Explorer, Double-click `MetaXRSample.unitypackage` in the Project window to open the Import dialog, then click Import.
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- Open the included scene
In the Unity Project Explorer, open ‘HarmonEyesDemoOculusScene`.
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- Enter your License Key
Select the `EyeTrackingDataOculusAnalyzer` prefab in the scene and enter your license key in the `EyeTrackingConfig` component inspector field.
The `Sample Rate Hz` field on `EyeTrackingConfig` must match the eye tracking sample rate of the headset. Meta Quest Pro supports 50 Hz and 60 Hz; we recommend 60 Hz, which is the default value already set on the prefab. If you change the headset to 50 Hz, set this field to 50 to match.
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- Verify that it works
You should now be able to play the scene in the Unity Editor to test if you have your Meta Quest Pro headset configured with Meta Horizon Link.
See these instructions for more details on setting up Horizon Link: https://developers.meta.com/horizon/documentation/unity/move-eye-tracking/#set-up-a-project-that-supports-eye-trackingWhen the scene runs, the in-scene text fields will display real-time mental workload, fatigue, attention, and mental readiness (mental workload and fatigue update once per second from the native model; attention updates as fixations and saccades accumulate; mental readiness becomes available once the minimum session length is met). If there is a license key issue, a warning message will appear in the text fields instead — check the console for details.
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Note: the Meta sample has been updated to match the current Vive reference pattern but has not yet been verified against a live Meta Quest Pro headset with the refactored backend; please report any issues to support@harmoneyes.com.
The floating boxes in the scene respond to eye gaze — looking at them will change their color. This provides a quick way to confirm that eye tracking is properly configured on your headset.
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For debugging (or later playback via the mock tracker sample scene) the OculusEyeTrackingCollectingData component has a “Record Csv” toggle in its Debug / Testing section. When enabled, each session is written to a CSV in Application.persistentDataPath. These recordings can be played back through the bundled HarmonEyes Mock Tracker sample (see the SDK Install instructions) to re-run the SDK on a known data stream without a headset connected.
- Build to Android APK to deploy to Meta Quest Pro
Refer to instructions here for details on building for the Meta Quest Pro in Unity: https://developers.meta.com/horizon/documentation/unity/unity-build/#select-build-platform





