All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.
Use HMD Motion Emulation to simulate the movement of a user directly in the Unity Editor.
Any app that uses
OVRPlayerController prefabs will enable the emulator. Otherwise, you can attach the
OVRHeadsetEmulator to a game object.
To use the emulator, play/preview the scene in the editor and use your mouse and keyboard to:
|Ctrl (hold) + mouse movement||Update headset pitch and yaw|
|Ctrl (hold) + alt + mouse movement||Update headset roll|
|Ctrl (hold) + mouse wheel||Update headset height/elevation|
|Ctrl (hold) + middle mouse button||Reset the pose to scene default|
All in-editor manipulation is done while holding the Ctrl button on Windows. HMD Motion Emulation is not supported on Mac at this time.
OVRHeadsetEmulator.opMode is set to
EditorOnly, which make it effective only in the Unity Editor preview window. Set to
AlwaysOn to activate the function in standalone builds.
OVRHeadsetEmulator.pitchKeys, you can change the default key-bindings.
Any updates/translation made in the Editor will also be reflected in the HMD.
If the HMD Motion Emulation is not working, check if
OVRHeadsetEmulator is properly attached, and try stopping the scene and restarting.
OVRManager.headPoseRelativeOffsetTranslation. You can also write your own script or use Unity animation clips to modify those properties to automatically change the HMD pose.