Explanation
A collection of software tools, libraries, documentation, and code samples that developers use to create applications for a specific VR/AR platform. An SDK provides access to headset features such as tracking, controllers, passthrough, and eye tracking, and integrates with game engines like Unity and Unreal Engine.
Real-world example
The Meta Quest SDK that developers use to build VR games and enterprise applications for Quest headsets.
Practical applications
- Application development: tools, libraries, and documentation to build VR/AR apps
- Access to headset features: tracking, controllers, passthrough, eye tracking, and more
- Engine integration: plugins for Unity and Unreal Engine
- Store publishing: compilation and submission tools
Major XR SDKs
Meta XR SDK (Quest)
- Official SDK for Quest development
- Advanced features: hand tracking, MR passthrough, avatars
- The most widely used XR SDK today
Example: Building a training app for Quest 3
OpenXR (open standard)
- Cross-platform standard
- Single codebase for multiple headsets
- Supported by most manufacturers
Example: An app compatible with Quest, Pico, and PCVR
Platform-specific SDKs
- SteamVR (Valve), PSVR SDK (Sony)
- ARCore/ARKit for mobile AR
- Proprietary SDKs per platform
Example: Developing exclusively for PlayStation VR2
VR scenario
A studio develops a VR training module. They use the Meta XR SDK to access Quest 3's hand tracking, integrated into Unity. The SDK provides ready-to-use components: hand detection, interactions, boundary system.
Why it matters in professional VR
- The choice of SDK determines target platforms and available features
- OpenXR simplifies cross-platform development
- SDK documentation and support quality is a key decision factor for developers

