Why I chose Unreal Engine for Meta Quest
What I chose
With five years of Unreal Engine experience, I built the prototype in Unreal 5.7 using C++, OpenXR, and OculusXR. This gave me direct control over the experience architecture, rendering, interaction systems, and Quest optimization.
The easier alternative
Unity offers a more established Quest workflow, with extensive Meta-supported examples for passthrough, hand tracking, and mixed-reality interaction. It would have reduced the time required to establish the project’s core XR features.
Why I rejected it
Choosing Unity would have meant rebuilding my production workflow while working against a deadline. Unreal required more initial XR integration, but it allowed me to make confident decisions about architecture, materials, performance, and packaging from the beginning and carry the concept through to a polished on-device build.