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/hz-xr-simulator-setup

Sets up the Meta XR Simulator for testing Meta Quest and Horizon OS apps without a physical device. Use when configuring device-free testing for Unity or Unreal projects.

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meta-vr
17629 skills1 hook1 MCP
Install
$ npx -y skills add meta-quest/agentic-tools --skill hz-xr-simulator-setup --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/hz-xr-simulator-setup

Context preview

The summary Claude sees to decide when to auto-load this skill.

Sets up the Meta XR Simulator for testing Meta Quest and Horizon OS apps without a physical device. Use when configuring device-free testing for Unity or Unreal projects.

SKILL.md

hz-xr-simulator-setup.SKILL.md
name: hz-xr-simulator-setup
license: Apache-2.0
description: Sets up the Meta XR Simulator for testing Meta Quest and Horizon OS apps without a physical device. Use when configuring device-free testing for Unity or Unreal projects.
allowed-tools: Bash(metavr:*) Bash(hzdb:*)

Meta XR Simulator Setup

When to Use This Skill

  • You need to test a Quest VR or MR application without a physical headset connected
  • You want rapid iteration during development without deploying to device each time
  • You are setting up CI/CD pipelines that need automated testing of Quest apps
  • You want to validate core interactions, UI, and locomotion before deploying to hardware

What is Meta XR Simulator

Meta XR Simulator is a desktop tool that simulates a Meta Quest environment on your development machine. It intercepts the OpenXR runtime calls your application makes and provides simulated headset tracking, controller input, hand tracking, and environment data, allowing you to run and test VR/MR applications directly in your engine's editor or as standalone desktop builds.

The simulator does not replicate Quest hardware performance. It runs on your desktop GPU and CPU. Its purpose is functional testing, not performance profiling.

Supported Platforms

| Platform | Support Level | |---|---| | Windows 10/11 (64-bit) | Full support | | macOS | Limited support |

Supported Engines

  • **Unity** via Meta XR SDK (com.meta.xr.sdk.core and related packages)
  • **Unreal Engine** via Meta XR Plugin (formerly Oculus VR Plugin)

Key Features

  • **Simulated headset tracking**: Control head position and rotation with mouse and keyboard. Move through your virtual scene without wearing a headset.
  • **Simulated controller input**: Map keyboard keys to Quest Touch controller buttons, thumbsticks, and triggers. Test interactions as if holding physical controllers.
  • **Simulated hand tracking**: Trigger predefined hand poses and gesture sequences. Test pinch, grab, poke, and custom gestures without real hand tracking.
  • **Room setup and guardian simulation**: Define a virtual play space with configurable room dimensions, furniture placement, and guardian boundaries. Test boundary-aware behavior.
  • **Passthrough simulation**: Provide synthetic passthrough camera feeds for mixed reality application testing. Validate scene understanding and plane detection logic.
  • **Scriptable testing scenarios**: Automate input sequences, record and replay sessions, and integrate with CI/CD for regression testing.

Quick Start

1. **Download XR Simulator** from Meta Quest Developer Hub (MQDH) under Tools, or from the Meta developer downloads page. 2. **Install and configure** by running the installer on Windows or extracting the archive on macOS. 3. **Enable XR Simulator in your engine**:

  • Unity: Open Edit > Project Settings > XR Plug-in Management, and enable Meta XR Simulator as the active runtime.
  • Unreal: Open Project Settings > Plugins > Meta XR, and enable the XR Simulator option.

4. **Press Play in the editor**. Your application runs in the simulator instead of requiring a connected headset.

For detailed steps, see [Installation Guide](references/installation.md).

Controls Overview

| Action | Input | |---|---| | Look around | Hold right mouse button + move mouse | | Move forward/back/left/right | W / S / A / D | | Move up/down | E / Q | | Simulate controller buttons | Mapped keyboard keys (see configuration) | | Trigger hand poses | Number keys or configured shortcuts |

For full input mapping details, see [Configuration Guide](references/configuration.md).

Testing Workflows

The simulator supports several testing patterns:

  • **Interactive testing**: Manually navigate your scene and test interactions
  • **Automated testing**: Script input sequences for regression testing
  • **CI/CD integration**: Run headless simulator builds in automated pipelines

For detailed workflows, see [Testing Workflows](references/testing-workflows.md).

Gotchas

These are common pitfalls when setting up and using the Meta XR Simulator.

  • **OpenXR runtime conflict** -- If another OpenXR runtime is set as the system default (SteamVR, Windows Mixed Reality, Oculus PC app), the simulator will not intercept your app's OpenXR calls. You must set Meta XR Simulator as the active OpenXR runtime, either globally or per-engine. On Windows, check `HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1\ActiveRuntime` to see which runtime is active.
  • **Unity XR Plug-in Management confusion** -- In Unity, enabling "Meta XR Simulator" in XR Plug-in Management does not automatically disable "Oculus" or "OpenXR" loaders. If multiple loaders are enabled, Unity may pick the wrong one. Disable all other XR loaders before enabling the simulator.
  • **Simulator does not mean device parity** -- The simulator renders on your desktop GPU with desktop drivers. Shaders that compile fine on desktop may fail or behave differently on Quest's Adreno GPU. Never treat "works in simulator" as "works on device."
  • **Hand tracking poses are predefined, not continuous** -- The simulator uses discrete hand poses triggered by keyboard shortcuts, not continuous finger tracking. This means you cannot test fine-grained pinch distance thresholds, grasp physics, or gesture recognition quality. Use a physical device for hand tracking validation.
  • **Passthrough is synthetic, not camera-based** -- The simulator provides a synthetic environment for passthrough testing. Scene understanding results (planes, meshes, semantic labels) are based on the configured room, not real sensor data. Edge cases like reflective surfaces, transparent objects, or low-light conditions will not reproduce.
  • **No thermal or performance profiling** -- The simulator cannot reproduce Quest's thermal throttling, CPU/GPU frequency scaling, or memory pressure behavior. Performance tests in the simulator are not meaningful for on-device performance validation.
  • **Firewall and antivirus interference*
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