Meta XR Simulator Passthrough Scenes
Updated: Jan 5, 2026
Meta XR Simulator allows you to simulate mixed reality (MR) applications in
synthetic environments. Your application can query the passthrough data, scene
information (walls, floors, ceilings, furniture, doors, and windows), spatial
anchors, and depth data embedded in each environment. The room can be switched
by using the Synthetic Environment menu in the top right corner of the Meta
XR Simulator window.
Meta XR Simulator has three realistic synthetic environments: a game room, a
living room, and a bedroom.
Meta XR Simulator includes six additional feature rooms. You can use these
rooms to test MR apps, ensuring compatibility with a variety of room layouts.
Note: Passthrough stylization effects (such as color maps, color LUTs, edge
rendering, and brightness/contrast/saturation adjustments) are supported by the
SDK but may not render correctly in Meta XR Simulator’s simulated passthrough.
If you’re using Meta XR Simulator with Vulkan, you need to manually set a
configuration parameter for passthrough to work. The Vulkan rendering pipeline
in the simulator uses a different texture handling path than DirectX, which
requires a specific texture format setting.
Open sim_core_configuration.json in the config directory of your Meta XR
Simulator installation directory. Then, set the value of ses_texture_format to
jpg. DirectX APIs currently have better performance in passthrough simulation.
Create your own test rooms