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Simulate field of view

Updated: Sep 4, 2026

Overview

Use this guide to test an app that targets Meta VR Glasses without a Meta VR Glasses device. You can simulate the Meta VR Glasses field of view (FoV) on an existing Quest 2, Quest 3, Quest 3S, or Quest Pro headset. Simulation can reveal content that Meta VR Glasses may clip or make hard to see.
This guide covers three workflows. Meta VR CLI applies simulation at the OS level. The Unity experimental setting and Immersive Debugger provide Unity-specific simulation.
See Meta VR Glasses field of view and display values for the device’s FoV, render extent, and display resolution.

Before you begin

Prepare the tools required by your workflow:

Choose a workflow

WorkflowWhere it worksUse it to
Meta VR CLI
Horizon OS on one developer-mode headset
Test at the device level
Unity experimental toggle
Unity runtime in the Editor or an Android package (APK)
Set up one test session or APK, such as a quality assurance (QA) build
Immersive Debugger
Unity runtime in the Editor or an APK
Tune the mask live and compare FoV changes

Use Meta VR CLI for device-level simulation

Meta VR CLI applies FoV simulation directly to Horizon OS on the connected headset. It is not specific to Unity or another app engine.
The source headset is the connected Quest on which Meta VR CLI simulates the Meta VR Glasses FoV. Meta VR CLI supports Quest 3S, Quest 3, and Quest Pro for this workflow.
To apply the default Meta VR Glasses target of 70 degrees horizontal by 66 degrees vertical, run:
metavr device fov-sim enable
If your test plan calls for the --perceived target of 58 degrees horizontal by 54 degrees vertical, run:
metavr device fov-sim enable --perceived
The override is temporary and resets when the headset reboots.
Note: If the FoV does not change immediately, take the headset off and put it on again, put it to sleep and wake it, or relaunch the current app.
After validation, clear the simulation and return to the source headset’s default FoV:
metavr device fov-sim disable
Meta VR CLI output after FoV simulation is enabled and disabled
Note: If the normal FoV does not return immediately, use the same refresh actions.

Use the Unity experimental toggle for a fixed test configuration

The Simulate Device Field of View setting is Unity-specific. Use it as a one-time configuration for an Editor test session or a specific APK, such as a QA build. The setting establishes whether the FoV simulator starts enabled. The simulator’s default mask is 70 degrees horizontal by 66 degrees vertical.
For an Editor test session, enable Simulate Device Field of View on the OVRManager object before you enter Play Mode.
For a Quest Android build, select an OVRManager object and open:
Quest > Quest Features > Experimental
Enable Experimental Features Enabled. Under Device Simulation, enable Simulate Device Field of View. Turning off the first setting also turns off FoV simulation.
Simulate Device Field of View setting in the OVRManager Inspector
The Android setting marks the build as experimental. Before Store submission, turn off Experimental Features Enabled, then build a new APK.
Note: If the mask does not appear in a Quest Android build, enable the Quest setting, then rebuild and reinstall the app.

Use Immersive Debugger for runtime control

Immersive Debugger lets you control the simulator while a Unity app runs. The [Meta] FoV Simulation data set under Inspected Data Sets is enabled by default.
Open FoV Simulator under Custom Inspectors to disable, re-enable, or tune the mask live.
The Unity experimental toggle configures the starting mask for an Editor test session or APK. Immersive Debugger controls that same simulator live. Use it to disable, re-enable, or tune the mask for a direct before-and-after comparison. The two workflows do not create separate masks or simulator instances.
FoV Simulator controls changing the mask at runtime
Note: If [Meta] FoV Simulation is missing from Inspected Data Sets, enable Immersive Debugger, then refresh the Meta XR Core SDK assets.

Verify the simulation

  • Meta VR CLI: Check the visible boundary inside the source headset. Casts and screenshots capture the image before lens distortion, so they do not show the result accurately.
  • Unity experimental toggle: Check that the scene appears through a rounded rectangle. An opaque black mask covers the area outside it.
  • Immersive Debugger: Change a FoV Simulator control and check that the mask updates. Disable, enable, or reset the simulator to test live control.

Limitations and safeguards

  • Device fit, eye position, and gaze direction can reduce the area a person sees.
  • Simulation helps find clipping and visibility issues, but it does not replace testing on Meta VR Glasses.