One analytics platform.
Every XR engine you ship on.
The Gossip Analytics SDK family captures spatial behaviour, comfort signals and interaction telemetry across Unity, Unreal, WebXR, Meta Quest, Android XR and visionOS — through a single backend and a single dashboard.
Unity XR Analytics SDK
Available now
Drop-in package for Unity 2022.3+ with first-class support for XR Interaction Toolkit, Meta XR SDK and OpenXR.
Learn moreMeta Quest Analytics
Available now
Full Horizon OS coverage for Quest 2, Quest 3, Quest 3S and Quest Pro. No App Lab restrictions.
Learn moreAndroid XR Analytics
Available now
Telemetry for Samsung-class Android XR headsets and partner OEM devices on the Android XR runtime.
Learn moreUnreal Engine SDK
Coming soon
Designed for high-fidelity training simulators and location-based VR built on Unreal 5.
Learn moreWebXR SDK
In development
Lightweight JavaScript SDK for browser-delivered XR — A-Frame, Three.js, Babylon.js and PlayCanvas.
Learn morevisionOS SDK
Planned
Spatial-computing analytics for Apple Vision Pro and visionOS mixed-reality workflows.
Learn moreFrequently asked questions
- Which XR engines does Gossip Analytics support?
- Unity is generally available today. Unreal Engine, WebXR and visionOS are on the published roadmap. All SDKs share the same backend, so signals stay comparable across engines.
- Do I need eye-tracking hardware to use these SDKs?
- No. Every SDK works on standard XR controllers and headset orientation. Eye-tracking is optional and never required for spatial heatmaps, comfort signals or behaviour analysis.
- Is the SDK compatible with OpenXR?
- Yes. Our instrumentation hooks the OpenXR layer where possible, which keeps the same SDK working across Meta Horizon OS, SteamVR runtimes, Android XR and visionOS.
- How heavy is the SDK at runtime?
- The Unity SDK adds less than 1 MB to the build and runs on a low-priority thread. Frame-time impact has measured under 0.2 ms on Quest 3 in internal benchmarks.