VR is Expanding. Start Building for Meta VR Glasses Today.
At Meta Connect 2026, we unveiled Meta VR Glasses, a new era for Meta VR. This is our most advanced device yet, delivering a cinema, courtside seat, workspace, and console, all in a pair of glasses that weigh about 100 grams. While VR Glasses don't ship until spring 2027, the v207 SDKs are available now, so you can start building and testing today.
VR Glasses use your eyes and hands as the primary inputs, so interaction is natural and seamless. You can play a movie, open an app, adjust your workspace, or search for something without picking up a controller. They run on the same operating system as Meta Quest, run the same Store and payment platform, and use the same SDKs. They're also designed to deliver fantastic entertainment and productivity apps, as well as games designed to play solely with hand gestures, no controllers needed.
Meta VR Glasses run the same OS, Store, and SDKs you already use, so the v207 SDK is all you need to start building for it today.
Get your apps ready
Eyes and hands are the primary inputs on VR Glasses, and though Touch Plus controllers are supported, we expect most customers not to use them. Hands and eyes are the primary mode of input, whether you're directly manipulating virtual objects or using gaze and natural hand gestures.
How you leverage the input technologies provided by VR Glasses comes down to your audience, what your experience optimizes for, and which interactions it requires. Eyes and hands reaches the broadest VR glasses audience and suit casual and social experiences. Virtual locomotion or gun-based gameplay is often a better fit for Touch Plus Controllers, which are sold separately. Many titles can support both, and these will reach the widest set of players across VR Glasses and Quest.
There are two details you should plan for. 1)The Store prioritizes controller-free titles for VR Glasses users who don't own controllers, so hands support affects your reach 2) VR Glasses have a higher resolution per eye with a narrower field of view than Quest 3, roughly 70 by 66 degrees versus 110 by 96.
In practice, text is more legible and eye fatigue drops, and the perceptual difference is minor. However, in our testing we found a few apps that occasionally place UI elements at the extreme edges of the field of view, making them harder to see for VR Glasses users. If your app does this, consider bringing key UI elements toward the center.
If you build in Unity and Unreal, Meta VR v207 brings new APIs, updated tools, and a VR Glasses profile in Meta XR Simulator (Unity | Unreal). The headline addition in the Interaction SDK (Unity | Unreal) is Gaze Interaction. You can add it to a UI Canvas from the Quick Actions menu in Unity, or you can use the Eye Gaze Interaction Building Block, and the rig switches between gaze and raycast based on device. You can run the Device Readiness Check, including AI mode for agents like Muse Code, for a prioritized list of fixes.
If you build for Android phones, your mobile skillset translates to VR Glasses, where your Android app gets 360 degree screen space, multiple windows, gaze input, spatial audio, and passthrough. You can use Meta VR Layout SDK for multi-window with Jetpack Compose and React Native, Meta VR Gaze SDK in developer preview for custom hover states, and Meta VR UI Set SDK so your app looks native. You can install the Android Studio plugin for templates, the Meta Spatial Simulator, and the CLI in one step. BeamXR is an early example of what building with this pipeline looks like end-to-end.
Also, if you want zero local setup while building for Android, you can build your app with Replit and preview the result on a headset. Replit Agent already knows the input methods for VR Glasses as well as SDKs, so there's nothing new to configure, and you can publish to the Store when you're ready.
If you build for the web, the Quest browser is already one of the most commonly used apps, and daily browsing will be even more common on VR Glasses. You can build differentiated 3D experiences with WebXR and the Immersive Web SDK (IWSDK). Start with a single command, develop with gaze simulation in the emulator, and then test on Quest 3 or 3S. Web apps can also be packaged as Progressive Web Apps (PWAs) and submitted to the Store.
Additionally, you can build a WebXR experience with v0 by Vercel and open it on your headset without spending time on local setup. Meta v0 template includes IWSDK's WebXR scaffolding and the VR Glasses input model, so you can go from a prompt to a live HTTPS experience and package it for distribution through the Meta Horizon Store when you're ready.
All of these approaches are viable for development now, before the hardware ships. Meta XR Simulator, Spatial Simulator, and IWSDK emulator support VR Glasses input and field of view simulation on Mac or PC, and XR Simulator can also track hands through a laptop camera. On Quest 3 or 3S, field of view gaze simulation with head direction can be controlled via the command line. Existing apps should run at parity or better than Quest 3, and some will run much better even before activating performance features like foveated rendering and dynamic scalers.
Grow on the Store
The Store now does a better job of surfacing the right apps to the right people on both Meta VR Glasses and Quest. We've improved personalized recommendations, spotlight promotions, search that understands what people are looking for, and overall ranking. Many of these updates are already live, and the rest will roll out over the next several months.
On VR Glasses, hand tracking matters most. Customers who own controllers get recommendations from the full catalog. Customers who only use their hands see hand-tracked titles first, including titles that support both controllers and hands.
To help you understand how your app is performing, the Developer Dashboard is adding new metrics: improved Benchmarks to help you contextualize your performance compared to similar titles, a User Demographics dashboard to help you better understand your audience, and PREQ alerts that allow you to quickly catch regressions in your apps.
Workflows that speed up development
Whether you build with an AI agent or on your own, these tools cut down on setup, testing and repeat iteration. Some are built for agents to use on your behalf, and some are built for you to use directly.
Tools your agent uses:
Meta VR CLI: a common line tool that gives agents like Muse Code access to our documentation, device debugging, and build tools. It also launches your experience and captures video and performance profiles so your agent can check its own work.
Meta XR Operator for Unity: lets an agent build, test, and verify your app on a headset or in the simulator. The agent can run the experience, adjust it, and confirm fixes visually. It pairs with the Unity CLI to handle project structure.
IWSDK (Immersive Web SDK) and IWER (Immersive Web Emulation Runtime) for web: on desktop, your agent can inspect the running scene, simulate headset and hand input, and step through it frame by frame. On Quest, IWER runs a repeatable test while keeping the native XR session, stereo rendering and frame pacing intact.
The CubeShooter sample running in Meta XR Simulator. Here Meta XR Operator enables the agent to use a custom driver script to aim and fire at five targets.
Tools you use directly:
Runtime Optimizer: finds the root causes of performance issues and suggests fixes.
We used this workflow on HYPERFORM, where an agent played every level on Quest, identified and fixed memory and rendering problems, and replayed the experience to verify its frame-rate target.
Put it to work: Meta VR Start Developer Competition
We're very excited to announce that the second Start Developer Competition will run September 24 through November 18, 2026, with $1M in total prizes and winners announced December 11. You can build new or significantly updated gaming, entertainment, or productivity experiences for Quest, VR Glasses, or both. It is open to Start members, so if you haven't already joined, be sure to apply today. Terms apply.
Next steps: Dive deeper with developer sessions from Meta Connect
Here's how to put what we covered above into practice:
Set up your tools: Install the Meta VR CLI and run metavr init, or grab the v207 SDK for your engine. If you build with an AI agent, the CLI also gives it our skills for building and designing for VR. For design guidance, start with the hands and eyes documentation and our Meta VR Academy courses.
Watch tutorials on building for Meta VR Glasses so you have the foundational knowledge to move faster.
Test without a device: Install the simulator for your platform (Meta XR Simulator, Meta Spatial Simulator, or the IWSDK emulator) and start iterating on desktop.