Agent skill

Hz Xr Simulator Install And Configure

by meta-quest in meta-quest/agentic-tools

Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device.

Apache-2.0Auto-check passedGame Development

Install Hz Xr Simulator Install And Configure

skills CLI
$ npx skills add meta-quest/agentic-tools --skill hz-xr-simulator-install-and-configure -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install meta-quest/agentic-tools hz-xr-simulator-install-and-configure --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/meta-quest/agentic-tools.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/hz-xr-simulator-install-and-configure .claude/skills/hz-xr-simulator-install-and-configure && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
hz-xr-simulator-install-and-configure
GitHub stars
215
Token cost
~2.1k tokens
SKILL.md length
1,042 words
Files
4 (incl. references)
Skills in repo
34
Repo updated
First seen
Licence
Apache-2.0

At a glance

Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device.

  • Works in 4 steps: Download XR Simulator from Meta Quest… → Install and configure by running the… → Enable XR Simulator in your engine → …
  • Installing the simulator
  • SKILL.md covers When to Use This Skill, What is Meta XR Simulator, Supported Platforms and Supported App Types, plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Hz Xr Simulator Install And Configure is an agent skill from meta-quest/agentic-tools. Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device. Use when installing the simulator or integrating it with Unity, Unreal, or native OpenXR projects. For controlling a running simulator, use hz-xr-simulator-control. Build paths: Unity, Unreal, and native OpenXR; route Standard Android, Meta Spatial SDK, and WebXR work through hz-quest-verify-first.

Its SKILL.md is about 2.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/configuration.md`, `references/installation.md` and `references/testing-workflows.md`).

It sits in Game Development, covering Game development and Mobile testing and debugging. It works with Android. The repository describes itself as: Agent Skills for Meta Quest/Horizon OS VR Development. The licence is Apache-2.0.

When your agent uses it

  • Installing the simulator
  • Integrating it with Unity
  • Native OpenXR projects

Example prompts

  • “Use the hz-xr-simulator-install-and-configure skill to install and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without…”
  • “/hz-xr-simulator-install-and-configure”

Requirements

  • Pre-approved tools (allowed-tools): Bash(metavr:*), Bash(hzdb:*)

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Download XR Simulator from Meta Quest Developer Hub (MQDH) under Tools, from the Meta developer downloads page, or straight from the CLI…
  2. Install and configure by running the installer on Windows or extracting the archive on macOS.
  3. Enable XR Simulator in your engine
  4. Press Play in the editor. Your application runs in the simulator instead of requiring a connected headset.

What it can do on your machine

Read from SKILL.md and the folder at commit 3a8553d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(metavr:*)
    • Bash(hzdb:*)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Hz Xr Simulator Install And Configure loads about 2.1k tokens when it runs, and up to ~7.3k if it reads all its reference files. Until then it costs about 113 tokens; SKILL.md has 1,042 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~113
When it runs · the whole SKILL.md, loaded when a task matches
~2.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from meta-quest/agentic-tools at commit 3a8553d, republished under its Apache-2.0 licence (© meta-quest). 1,042 words, ~2,105 tokens.

Download SKILL.mdSave it as .claude/skills/hz-xr-simulator-install-and-configure/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
hz-xr-simulator-install-and-configure
description
Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device. Use when installing the simulator or integrating it with Unity, Unreal, or native OpenXR projects. For controlling a running simulator, use hz-xr-simulator-control. Build paths: Unity, Unreal, and native OpenXR; route Standard Android, Meta Spatial SDK, and WebXR work through hz-quest-verify-first.
allowed-tools
Bash(metavr:*), Bash(hzdb:*)
license
Apache-2.0

Meta XR Simulator Installation and Configuration

When to Use This Skill

  • You need to test a Meta VR 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 Meta VR 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 VR 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 Meta VR 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 App Types

  • Unity via Meta XR SDK (com.meta.xr.sdk.core and related packages)
  • Unreal Engine via Meta XR Plugin (formerly Oculus VR Plugin)
  • Native OpenXR applications using Meta XR Simulator as the active OpenXR runtime

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, from the Meta developer downloads page, or straight from the CLI with metavr tools install xrsim.
  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.
    • Native OpenXR: Configure Meta XR Simulator as the active OpenXR runtime, then launch the desktop OpenXR build.
  4. Press Play in the editor. Your application runs in the simulator instead of requiring a connected headset.

For detailed steps, see Installation Guide.

After the simulator is installed and integrated with the project, use hz-xr-simulator-control to launch it, inspect runtime state, change simulated device or input settings, manage layers, and record compositor output.

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.

Show full SKILL.md (483 more words)Show less

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 the device'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 device'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 device's thermal management behavior is not simulated.
  • Rendering differences: Resolution, foveated rendering, and display refresh rate do not match Meta VR hardware.

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

References

© meta-quest, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (references) in skills/hz-xr-simulator-install-and-configure of meta-quest/agentic-tools.

  • SKILL.md
  • references/configuration.md
  • references/installation.md
  • references/testing-workflows.md

Open the folder on GitHubat commit 3a8553d

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Works with

Questions about Hz Xr Simulator Install And Configure

What does Hz Xr Simulator Install And Configure do?

Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device. Hz Xr Simulator Install And Configure is an agent skill from meta-quest/agentic-tools. Installs and configures the Meta XR Simulator for testing Meta VR and Horizon OS apps without a physical device.

When should I use Hz Xr Simulator Install And Configure?

Hz Xr Simulator Install And Configure fits situations like: installing the simulator; integrating it with Unity; native OpenXR projects.

How do I install Hz Xr Simulator Install And Configure in Claude Code?

Run `npx skills add meta-quest/agentic-tools --skill hz-xr-simulator-install-and-configure -a claude-code`. Or copy the skill folder (skills/hz-xr-simulator-install-and-configure in meta-quest/agentic-tools) into .claude/skills/hz-xr-simulator-install-and-configure in your project. Claude Code loads it when a task matches its description.

How do I install Hz Xr Simulator Install And Configure in Codex?

Run `npx skills add meta-quest/agentic-tools --skill hz-xr-simulator-install-and-configure -a codex`. Or copy the skill folder (skills/hz-xr-simulator-install-and-configure in meta-quest/agentic-tools) into .agents/skills/hz-xr-simulator-install-and-configure in your project. Codex loads it when a task matches its description.

Can I use Hz Xr Simulator Install And Configure in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add meta-quest/agentic-tools --skill hz-xr-simulator-install-and-configure -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/hz-xr-simulator-install-and-configure, .gemini/skills/hz-xr-simulator-install-and-configure, .github/skills/hz-xr-simulator-install-and-configure and .opencode/skills/hz-xr-simulator-install-and-configure in your project.

What does Hz Xr Simulator Install And Configure need to run?

SKILL.md names no scripts, command-line tools or credentials: Hz Xr Simulator Install And Configure is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(metavr:*), Bash(hzdb:*).

Does Hz Xr Simulator Install And Configure access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Hz Xr Simulator Install And Configure safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Hz Xr Simulator Install And Configure use?

Hz Xr Simulator Install And Configure is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Hz Xr Simulator Install And Configure use?

About 2.1k tokens (SKILL.md is roughly 8.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.2k tokens, read only when the agent opens those files.

What are the alternatives to Hz Xr Simulator Install And Configure?

Skills that share tags, products or a category with Hz Xr Simulator Install And Configure: Scenario Unity Mobile (scenario-labs/skills, 946 stars), Godot Admob Troubleshoot (poingstudios/godot-admob-plugin, 632 stars), AppsFlyer Event Validation (AppsFlyerSDK/appsflyer-unity-plugin, 178 stars) and Godot Admob Mediation (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Hz Xr Simulator Install And Configure?

meta-quest (a GitHub organization) maintains it in meta-quest/agentic-tools, which has 215 GitHub stars. The repository holds 34 skills in this directory. The repository was last updated on September 24, 2026.

Source: meta-quest/agentic-tools on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.