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Mixed Reality Utility Kit Samples

Updated: Dec 12, 2025
In addition to the core MR Utility Kit code, you can find sample maps that showcase the features in the MR Utility Kit.

Get the Sample

The sample project is available on GitHub at https://github.com/oculus-samples/Unreal-MRUtilityKitSample.

Using the Samples

All of these samples work in the Editor as well, instead of using scene data from your device it will load data from a table of pre-captured rooms included in the sample. By default a random room will be selected but you can configure it to load a specific room using the BP_SceneDataProvider actor.
EditorRoom

Core.umap

Reconstruction of an interior scene using different pieces of furniture for each anchor label. There is also a menu which demonstrates the use of many of the utility functions described above.
DemoMap

CoreHiFi.umap

Similar to the Core sample, but uses high fidelity scene to reconstruct a more detailed interior with for example slanted walls and ceilings.
HiFiMap

PassthroughCameraAccess.umap

Showcases how to get access to the passthrough cameras of the device to render their stream on a quad in the scene.
PCAMap

EnvironmentRaycast.umap

Shows how the environment raycaster can be used to cast rays against the real world without scanning a scene.
EnvRaycastMap

DestructibleMesh.umap

Shows how to create a destructible mesh and use it. It’s important to note that the room needs a global mesh. Some of the pre-captured rooms do not include a mesh. DemoMapDemoMap

DistanceMap.umap

DistanceMap
Shows how to use the AMRUKDistanceMapGenerator` to generate a distance map that is then applied on the floor to get a rainbow effect around scene volumes. Areas inside scene volumes will be colored purple.

Guardian.umap

Shows how a custom guardian could be created. The guardian shows a grid as soon as the user comes close to any furniture or walls and shows a Passthrough hole if the user gets really close.
DemoMap
Spawns an AI agent that can navigate around in the room. It makes use of the NavMeshBoundsVolume. It’s important to note that in order to make this sample work the project settings have been adjusted to dynamically rebuild the navigation mesh. To dynamically rebuild the navigation data go to the Project Settings, then to Navigation Mesh and set Runtime Generation to Dynamic.
DemoMap

PTRL.umap

See the Passthrough Relighting page for more details.

RandomPlacement.umap

This demo showcases the random position generator. It generates random locations on different types of surfaces, which can be configured using the selection menu.
DemoMap

SceneDecoration.umap

This demo showcases how to use the room data and the Unreal Procedural Content Generation (PCG) framework.
DemoMap
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