Term | Definition |
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Augmented Reality (AR) | Integration of digital information with the user’s environment in real time. Unlike virtual reality (VR), which creates a totally artificial environment, AR users experience a real-world environment with generated information overlaid on top of it. |
Avatars | Using the Meta Avatars SDK, developers can provide user-created Meta Avatars to increase social presence and enhance VR immersion. Avatars are provided as modularized full-bodied torsos that allow users the flexibility to create their own unique identity persistent across the Meta ecosystem. Leveraging advanced body tracking, realistic Avatar poses can be extrapolated from the Meta headset and Touch controllers to provide users a sense of self in a VR world. |
Hand tracking | Hand tracking enables the use of hands as an input method for the Meta Quest headsets. When using hands as an input modality, hand tracking delivers a new sense of presence, enhances social engagement, and provides more natural interactions with fully tracked hands and articulated fingers. |
Link | Connects Quest hardware to the PC via USB or Wifi. Useful for both consumer and Development workflows. |
Meta XR Audio SDK | Contains everything needed to create audio experiences for XR applications that properly localize sounds in 3D space and create a sense of space in the virtual environment, allowing users to be fully immersed in the auditory scene. The spatial audio rendering and room acoustics functionality included in the SDK improve and expand upon the legacy Oculus Spatializer, and this feature set will expand in future releases. |
Meta XR All-in-One SDK | An all-in-one source for core features, components, scripts, and plugins to ease the app development process. It comes as a package that contains multiple SDKs. |
Meta XR Core SDK | A package that contains essentials for developing in VR with Meta XR, including controllers, the boundary system, splash screens, mixed reality APIs such as Passthrough, Scene, and Spatial Anchors. |
Meta XR Interaction SDK | A library of modular, composable components that allows developers to implement a range of robust, standardized interactions (including grab, poke, raycast, and more) for controllers and hands. Interaction SDK also includes tools to help developers build their own hand poses. |
Meta Movement SDK | Supports the Avatar SDK by extending capabilities to 3P developers that don’t have embodied avatars or choose to not adopt the Meta’s Avatar capabilities. |
Meta XR Voice SDK | Voice SDK enables you to enhance your user’s app experience with voice for a more natural and flexible way to interact with it. For example, voice commands can shortcut controller actions with a single phrase, or interactive conversation can make the app more engaging. |
Meta Quest Developer Hub (MQDH) | A desktop companion app for Windows and macOS that streamlines Quest development. This tool simplifies common development tasks like device management, tool discovery and installation, and much more. See below for a few of the highlights, and be sure to check out the MQDH Documentation. |
Mixed Reality (MR) | A view of the real world where anywhere from 0% to 100% of the view is covered by rendered pixels. When 0% of the view is covered by rendered pixels, it’s human vision. When 100% is covered by pixels, it’s virtual reality. Everything in between falls under mixed reality. |
Native | Creating a native app means building an engine from the ground up with programming languages and tools that are specific to a single platform. |
Oculus | The former name of the Meta Quest line of products. |
Oculus Start | A program created for developers who have either launched a VR application, or are in the process of releasing a VR application. Before applying to Oculus Start, ensure you are logged into your Meta Quest Developer account and have a build ready in your developer organization to get started. This is not a program for beginner VR developers. |
OpenXR | An open standard for accessing VR, AR, and MR platforms and devices. |
OVRCameraRig | The OVRCameraRig Unity prefab provides the transform object to represent the Oculus tracking space. It contains a tracking space game object to fine-tune the relationship between the head tracking reference frame and your world. |
Passthrough | A feature that provides a real-time 3D visualization of the physical world in the Meta Quest headsets. |
Presence Platform | Enables VR/AR developers to build mixed reality experiences on Meta Quest, opening up new possibilities through environmental understanding, content placement and persistence, standardized hard interactions, and voice interaction capabilities. We have packaged, positioned and named a suite of SDKs and APIs to form a cohesive offering focused on three areas of developer value: mixed reality, hand interactions, and voice. |
Touch Controller | Self-tracked controllers feature a compact design, realistic feel, and precision controllers. Works with Meta Quest 2 and comes in-box with Meta Quest Pro. Compact Charging Dock comes with purchase. |
Extended reality (XR) | A view of reality that includes all real-and-virtual combined environments and human-machine interactions. It includes representative forms such as augmented reality (AR), mixed reality (MR) and virtual reality (VR) and the areas interpolated among them. The levels of virtuality range from partially sensory inputs to immersive virtuality. |