Develop
Develop
Select your platform

Meta XR Simulator Overview

Updated: Nov 13, 2025
Standalone XR Simulator
This documentation covers the newly released Standalone XR Simulator. Older versions of the Meta Core SDK may not be fully compatible. If you encounter issues, remove the 'com.meta.xr.simulator' package from your project and use the toggle in Meta XR Simulator to set it as the OpenXR active runtime. For legacy usage, refer to the Archived XR Simulator documentation.
The Meta XR Simulator is a lightweight OpenXR runtime built for developers that enables the simulation of Meta Quest headsets and features at the API level. It serves as a comprehensive testing and development tool, allowing you to simulate the Meta Quest experience directly on your development machine - essentially acting as a virtual Meta Quest headset running on your computer. It implements the OpenXR standard for XR applications, making it compatible with any OpenXR application, including those built with Unity.
It allows you to test and debug apps without the need to put on or take off a headset, and it helps scale automation by simplifying the setup of your testing environment.
To download the latest version or see the release notes, visit:

Main components

Device simulation

Simulates Meta Quest devices (like Quest 2, Quest 3, and Quest Pro) including:
  • Stereoscopic rendering with device-specific characteristics
  • Headset and controller tracking
  • Hand tracking
  • Body tracking
  • Input systems (controllers, hands)

Synthetic environments

The virtual spaces where your application runs.
When you use a physical Meta Quest headset, your application interacts with the physical world around you. The headset uses cameras to capture your room, detect walls and furniture, and enables passthrough allowing you to see your surroundings. In the Meta XR Simulator, synthetic environments serve the same purpose. They are pre-created 3D rooms that provide:
  • Passthrough data: Visual representation of the “physical” space
  • Scene information: Spatial understanding including walls, floors, ceilings, furniture, doors, and windows
  • Spatial anchors: Places where you can attach virtual objects in the environment
  • Depth data: Distance information for realistic interactions
Without a synthetic environment, your application would have no “physical world” to interact with. This is especially critical for Mixed Reality applications that blend virtual content with the physical environment.

Key features

Input simulation

Control the simulated headset and hands using your development machine:
  • Keyboard and mouse: Map your keyboard and mouse to headset and controller movements
  • Xbox controller: Use familiar gamepad controls
  • Hand tracking: Test hand poses including pinch, poke, and grab gestures
  • Connect physical controllers: Use your real Meta Quest controllers in the simulator
For more information see Input Simulation.

Synthetic environments

Test your application in different room layouts without leaving your desk:
  • Built-in rooms: Game room, living room, bedroom, and more
For more information see Synthetic Environments.

Session capture (record and replay)

Automate repetitive testing tasks:
  • Record user actions: Capture your interactions once
  • Replay sessions: Automatically replay actions for consistent testing
  • Zero-code automation: No scripting required for basic test automation
  • CI/CD integration: Run automated tests in your continuous integration pipeline
For more information see Session Capture (Record and Replay).

Multiplayer testing

Test multiplayer experiences on a single machine:
  • Multiple session: Run several sessions at the same time and jump between them
  • Shared environment: All sessions connect to the same synthetic environment
For more information see Multiplayer Testing.

User interface

You interact with the Meta XR Simulator through its window interface. The window looks different depending on whether or not you have an application running in the simulator.
Note: You can hover over any element in the simulator window to see a tooltip with additional information.

The XR Simulator window

When you first open the XR Simulator

When you open the XR Simulator without running an application, the window displays a message and provides access to essential settings:
  • Choose a synthetic environment from the available options
  • Configure basic simulator settings
  • Activate the simulator globally in your system

When an application is running

Once you launch an application in the simulator, the window becomes fully interactive and displays:
  • Viewport: The main view showing what would appear in the headset (left eye view by default)
  • Toolbar: A control bar at the top with status indicators and buttons to open different panels
  • Side Panel: Information and control panels that open on the right side when you click toolbar buttons
  • Console: A log area that you can open to view Meta XR Simulator messages (hidden by default)

Toolbar

The toolbar runs across the top of the simulator window and provides quick access to status information and controls:

Left side: Connection and activation

  • Connection indicator: A dot that shows whether the application being tested has successfully connected to the simulator
  • Global activation slider: Activates the simulator globally in your system, meaning any OpenXR application will automatically attempt to connect to it

Middle: Side panel triggers

Buttons that open specific side panels. Click a button to open its corresponding panel, which will appear on the right side of the window. Available panels include:
  • Settings
  • Record and Replay
  • Inputs
  • Input Bindings
  • Console

Right side: System functions

  • Information button: Displays information about connected application, what extensions are enabled, and where configuration files are located
  • Help button: Access to documentation and support resources
  • Feedback button: Submit feedback about the simulator
  • Synthetic environment picker: Opens the environment selection menu to choose a different synthetic room

Side panels

Side panels provide detailed controls and information. They appear on the right side of the window when activated from the toolbar.

Settings panel

Configure the simulated device properties:
  • Device model: Choose between Quest 2, Quest 3, Quest Pro, and other supported devices
  • IPD (inter-pupillary distance): Adjust the distance between the eyes
  • Refresh rate: Set the display refresh rate
Note: Some changes will only take effect after restarting the simulator.

Record and replay panel

Automate testing by recording and replaying user actions:
  • Record: Capture a series of actions during your testing session
  • Save: Store recordings locally for later use
  • Replay: Play back recorded sessions for consistent, repeatable testing
For detailed information, see Capture a Meta XR Simulator Session.

Inputs panel

Control how inputs are simulated in the Meta XR Simulator:
  • Global Input Settings: Select which parts of the tracking system are active:
    • Headset movement
    • Left hand/controller
    • Right hand/controller - This selection is especially important in situations where, for example, interaction needs to be performed using only one hand
  • Keyboard + Mouse: This is where you access the Point + Click feature
  • Physical Controllers: Connect Quest controllers to the simulator
  • Xbox Controller: Controller simulator with Xbox controller
  • Movement Tracking Controls: Allows you to play back recorded tracking data to test MovementSDK features such as body, face, and eye tracking.

Input Bindings panel

  • View and customize keyboard and controller mappings
  • View the keys or buttons assigned to each action (such as moving forward, rotating up, or grabbing)
  • Customize the key or button assignments to suit your preferences.

Console panel

View Meta XR Simulator logs and diagnostic information.

Get started

For guidance on the setup and installation of Meta XR Simulator with your development environment, see Get Started with Meta XR Simulator.
Did you find this page helpful?
Thumbs up icon
Thumbs down icon