Hz Xr Simulator Setup logo

Hz Xr Simulator Setup

Organization
meta-quest
hz-xr-simulator-setup

Sets up the Meta XR Simulator for testing Meta Quest and Horizon OS apps without a physical device. Use when configuring device-free testing for Unity or Unreal projects.

Overview

Publishermeta-quest
Repositoryagentic-tools
Skill namehz-xr-simulator-setup
Stars
195
Forks
17
Bundled files
3
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by meta-quest on GitHub. Read the source before you install it.

Installation

Install the Hz Xr Simulator Setup AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/meta-quest/agentic-tools.git /tmp/agentic-tools
mkdir -p .claude/skills
cp -r /tmp/agentic-tools/skills/hz-xr-simulator-setup .claude/skills/hz-xr-simulator-setup
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Hz Xr Simulator Setup in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Hz Xr Simulator Setup on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Hz Xr Simulator Setup is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Meta XR Simulator Setup

When to Use This Skill

  • You need to test a Quest VR or MR application without a physical headset connected
  • You want rapid iteration during development without deploying to device each time
  • You are setting up CI/CD pipelines that need automated testing of Quest apps
  • You want to validate core interactions, UI, and locomotion before deploying to hardware

What is Meta XR Simulator

Meta XR Simulator is a desktop tool that simulates a Meta Quest environment on your development machine. It intercepts the OpenXR runtime calls your application makes and provides simulated headset tracking, controller input, hand tracking, and environment data, allowing you to run and test VR/MR applications directly in your engine's editor or as standalone desktop builds.

The simulator does not replicate Quest hardware performance. It runs on your desktop GPU and CPU. Its purpose is functional testing, not performance profiling.

Supported Platforms

PlatformSupport Level
Windows 10/11 (64-bit)Full support
macOSLimited support

Supported Engines

  • Unity via Meta XR SDK (com.meta.xr.sdk.core and related packages)
  • Unreal Engine via Meta XR Plugin (formerly Oculus VR Plugin)

Key Features

  • Simulated headset tracking: Control head position and rotation with mouse and keyboard. Move through your virtual scene without wearing a headset.
  • Simulated controller input: Map keyboard keys to Quest Touch controller buttons, thumbsticks, and triggers. Test interactions as if holding physical controllers.
  • Simulated hand tracking: Trigger predefined hand poses and gesture sequences. Test pinch, grab, poke, and custom gestures without real hand tracking.
  • Room setup and guardian simulation: Define a virtual play space with configurable room dimensions, furniture placement, and guardian boundaries. Test boundary-aware behavior.
  • Passthrough simulation: Provide synthetic passthrough camera feeds for mixed reality application testing. Validate scene understanding and plane detection logic.
  • Scriptable testing scenarios: Automate input sequences, record and replay sessions, and integrate with CI/CD for regression testing.

Quick Start

  1. Download XR Simulator from Meta Quest Developer Hub (MQDH) under Tools, or from the Meta developer downloads page.
  2. Install and configure by running the installer on Windows or extracting the archive on macOS.
  3. Enable XR Simulator in your engine:
    • Unity: Open Edit > Project Settings > XR Plug-in Management, and enable Meta XR Simulator as the active runtime.
    • Unreal: Open Project Settings > Plugins > Meta XR, and enable the XR Simulator option.
  4. Press Play in the editor. Your application runs in the simulator instead of requiring a connected headset.

For detailed steps, see Installation Guide.

Controls Overview

ActionInput
Look aroundHold right mouse button + move mouse
Move forward/back/left/rightW / S / A / D
Move up/downE / Q
Simulate controller buttonsMapped keyboard keys (see configuration)
Trigger hand posesNumber keys or configured shortcuts

For full input mapping details, see Configuration Guide.

Testing Workflows

The simulator supports several testing patterns:

  • Interactive testing: Manually navigate your scene and test interactions
  • Automated testing: Script input sequences for regression testing
  • CI/CD integration: Run headless simulator builds in automated pipelines

For detailed workflows, see Testing Workflows.

Gotchas

These are common pitfalls when setting up and using the Meta XR Simulator.

  • OpenXR runtime conflict -- If another OpenXR runtime is set as the system default (SteamVR, Windows Mixed Reality, Oculus PC app), the simulator will not intercept your app's OpenXR calls. You must set Meta XR Simulator as the active OpenXR runtime, either globally or per-engine. On Windows, check HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1\ActiveRuntime to see which runtime is active.
  • Unity XR Plug-in Management confusion -- In Unity, enabling "Meta XR Simulator" in XR Plug-in Management does not automatically disable "Oculus" or "OpenXR" loaders. If multiple loaders are enabled, Unity may pick the wrong one. Disable all other XR loaders before enabling the simulator.
  • Simulator does not mean device parity -- The simulator renders on your desktop GPU with desktop drivers. Shaders that compile fine on desktop may fail or behave differently on Quest's Adreno GPU. Never treat "works in simulator" as "works on device."
  • Hand tracking poses are predefined, not continuous -- The simulator uses discrete hand poses triggered by keyboard shortcuts, not continuous finger tracking. This means you cannot test fine-grained pinch distance thresholds, grasp physics, or gesture recognition quality. Use a physical device for hand tracking validation.
  • Passthrough is synthetic, not camera-based -- The simulator provides a synthetic environment for passthrough testing. Scene understanding results (planes, meshes, semantic labels) are based on the configured room, not real sensor data. Edge cases like reflective surfaces, transparent objects, or low-light conditions will not reproduce.
  • No thermal or performance profiling -- The simulator cannot reproduce Quest's thermal throttling, CPU/GPU frequency scaling, or memory pressure behavior. Performance tests in the simulator are not meaningful for on-device performance validation.
  • Firewall and antivirus interference -- Some enterprise antivirus software blocks the simulator's local IPC. If the simulator connects but immediately disconnects or fails to start the XR session, check firewall rules for the simulator executable.
  • macOS support is limited -- On macOS, only a subset of features is available. Controller simulation works, but hand tracking, passthrough, and room setup are not fully supported. Use Windows for the complete simulator experience.

Limitations

  • No GPU performance profiling: Your desktop GPU has different characteristics than the Quest's mobile GPU. Frame timing, shader performance, and fill rate will not match device behavior.
  • No actual sensor data: IMU, camera, and depth sensor data is synthesized. Edge cases in tracking may not reproduce.
  • API behavior differences: Some platform APIs (e.g., system keyboard, social, IAP) return mock or stub data in the simulator.
  • No haptic feedback: Controller haptics cannot be felt in the simulator.
  • No thermal throttling: The Quest's thermal management behavior is not simulated.
  • Rendering differences: Resolution, foveated rendering, and display refresh rate do not match Quest hardware.

Always perform final validation on physical Quest hardware before submission or release.

References

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Hz Xr Simulator Setup AI skill do?

Sets up the Meta XR Simulator for testing Meta Quest and Horizon OS apps without a physical device. Use when configuring device-free testing for Unity or Unreal projects.

Why use Hz Xr Simulator Setup on TypingMind?

Because you install it once and use it with any model. Hz Xr Simulator Setup is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Hz Xr Simulator Setup in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-xr-simulator-setup. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Hz Xr Simulator Setup?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Hz Xr Simulator Setup?

As many as you like. As long as a model supports skills, you can use Hz Xr Simulator Setup with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Hz Xr Simulator Setup AI skill free?

Yes. It is published on GitHub by meta-quest under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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