Meta XR Simulator Interaction
Updated: Sep 3, 2026
On Meta Quest devices, people use controllers or hands to interact with apps.
Meta XR Simulator reproduces that interaction in the Inputs panel.
You choose what each hand is in Input settings, where Left input and
Right input each take a value. Separate sections then supply the data that
drives it.
| What you choose | Where | What drives it |
|---|
Controller | Left input / Right input | Keyboard and mouse, or an Xbox controller on Windows |
Hand | Left input / Right input | Keyboard and mouse. An Xbox controller cannot trigger gestures |
None | Left input / Right input | Nothing. The hand is absent |
Forwarded controllers | Quest controllers | Physical Meta Quest controllers. Connecting sets both sides to Controller |
Recorded playback | Tracking controls | A recorded file. Drives body and face, not the hands |
Use same input for both sides starts turned on and copies your choice to
both sides, so turn it off before setting the two sides differently.
The default method is keyboard and mouse. Use the WASD keys to move, hold the
right mouse button and move the mouse to look around, and use the arrow keys to
rotate your view. Open the Input bindings panel for the full list.
The simulator labels this section
Keyboard and mouse. It also offers
Point & click, where the controller ray follows your mouse cursor. For
details, see
Point-and-Click input.
On Windows, an Xbox controller can serve as an input device. Connect it to your
Windows computer by any method the controller supports. The simulator labels
this section Xbox controller.
On macOS the section appears but reports the controller as disconnected, because
the simulator reads Xbox controller state through a Windows-only API.
Keyboard, mouse, and Xbox controller input are limited in 3D space. Meta Quest
controllers simplify actions such as grabbing an object and placing it on a
table edge. This method forwards the input from real controllers rather than
simulating it.
The simulator labels this section
Quest controllers. For more details, see
Data forwarding.
The Input bindings panel displays the keys assigned to each simulated
action, such as movement, head rotation, and controller interactions like
grabbing. You can reassign them to suit your preferences. Open it from the
Inputs binding item in the navigation rail, and find gesture and hand
action keys under Input bindings > Hand actions.
The panel covers keyboard bindings. It does not list Xbox controller bindings.
The Tracking controls section of the Inputs panel plays back recorded
tracking data, so you can test body and face tracking without a physical
headset. It also offers a Sync headset to movement tracking toggle.
The section stays inert and reads No movement tracking active until your
application starts one of those trackers.