# 4. Quest 2 Testing and Deployment Part of [[Meta Quest 2]]. Requires Unity 6.3 LTS (6000.3.27f2) and newer. Previous: [[3.Quest 2 Project and Build Setup]]. Next: [[5.Quest 2 Performance and Rendering]]. > [!important] Version requirement > Unity 6.3 LTS (6000.3.27f2) and newer. You have four ways to run your build. Use them in this order as the project matures: simulator, Link, sideload, store. | Method | Headset needed | Speed | Fidelity to a standalone Quest 2 | |---|---|---|---| | Meta XR Simulator | No | Fastest | Low (desktop GPU, no thermals) | | Meta Horizon Link (play mode on PC) | Yes | Fast | Medium (PC GPU, not mobile) | | Sideload an APK | Yes | Slower (build + install) | **High** - this is the real device | | Horizon Store release channel | Yes | Slowest | Highest | ## 4.1 Meta XR Simulator The simulator needs the Meta XR SDK (Core) installed ([Meta XR Simulator getting started](https://developers.meta.com/horizon/documentation/unity/xrsim-getting-started/)). 1. Open the Meta XR Simulator menu: **Window > Meta > Meta XR Simulator** and choose **Activate** (steps per Meta's docs; menu naming may vary by SDK version). 2. In the simulator window, open **Inputs > Device** and choose **Quest 2**. 3. Exit and re-enter Play mode for the device change to apply. 4. Drive the headset and controllers with keyboard/mouse (or a gamepad) in the simulator window. > [!note] XR Interaction Simulator > XRI also ships its own **XR Device Simulator** sample (keyboard/mouse). It simulates XRI inputs without Meta tooling. Use it if you are staying on the OpenXR + XRI path and have not installed the Meta SDK. ## 4.2 Meta Horizon Link (PC play mode) Meta Horizon Link streams the headset to your PC so the editor's Play button runs the app in the headset. 1. Install the **Meta Horizon Link** app on the PC (Windows only; Meta lists Mac as unsupported for Link **(unverified for current OS versions)**). 2. Connect the Quest 2 by USB cable or Air Link and enable Link in the headset. 3. In Unity, press Play. In XR Plug-in Management for **Windows/Mac/Linux**, tick **OpenXR** and set Meta Horizon Link as the active OpenXR runtime (open the Link app **Settings > General > "Set Meta Horizon Link as active OpenXR runtime"**). 4. Add the same interaction profile as Android (Oculus Touch Controller Profile) in the **Standalone** OpenXR settings. > [!warning] UI Toolkit input over Link > XRI's UI Toolkit docs say the **Game view must be focused** for UI Toolkit panels to receive input. If your panel ignores clicks in Link play mode, click the Game view once. See [[8.UI Toolkit for VR]]. ## 4.3 Put the Quest 2 in Developer Mode 1. Create a Meta developer organization at the Meta Horizon developer site and verify it. 2. In the **Meta Horizon** phone app: **Menu > Devices > select the headset > Headset Settings > Developer Mode > on** (menu names change; follow [Meta's device setup page](https://developers.meta.com/horizon/documentation/unity/unity-env-device-setup/)). 3. Reboot the headset. Plug it into the PC with a data-capable USB-C cable. Put the headset on and **Allow USB debugging** (and tick "Always allow from this computer"). ## 4.4 Sideload with ADB 1. Install ADB (it ships with Unity's Android SDK at `...\PlaybackEngines\AndroidPlayer\SDK\platform-tools`, or install Android platform-tools). 2. On Windows, install the Oculus/Meta **ADB driver** if `adb devices` shows nothing. 3. Verify and install: ```powershell adb devices adb install -r -d "C:\Builds\RoomDemo.apk" ``` 4. Find the app in the headset under **Library > Unknown Sources**. 5. Logs: `adb logcat -s Unity` shows Unity log output from the device. ## 4.5 Meta Quest Developer Hub (MQDH) The Meta developer tool for device management and sideloading, which Meta's current docs also call **Meta VR Developer Hub (MVDH)**. The rename is **(unverified)** but the tool is the same: it can install APKs, capture screenshots/video, show performance overlays and manage device settings. Download it from the Meta developer site. Use it when you want drag-and-drop installs and the **performance overlay** without typing ADB commands. ## 4.6 Unity's Build and Run In **File > Build Profiles** (Meta Quest profile), tick **Run Device** and choose the headset, then **Build And Run**. Unity installs the APK via ADB and launches it. This requires the same Developer Mode and USB debugging setup as 4.3. ## 4.7 Test checklist per release - [ ] Standalone on Quest 2 (not just Link): confirm frame rate on the performance overlay ([[5.Quest 2 Performance and Rendering]]) - [ ] Remove the headset and put it back on: does the app pause/resume cleanly (VRC.Quest.Functional.2)? - [ ] Open the Oculus menu: the app must keep rendering and ignore input (VRC.Quest.Input.4) - [ ] First head-tracked frame within 4 seconds or a VR loading indicator (VRC.Quest.Performance.3) ## Official references - [Meta: Unity device setup](https://developers.meta.com/horizon/documentation/unity/unity-env-device-setup/) - [Meta: XR Simulator](https://developers.meta.com/horizon/documentation/unity/xrsim-getting-started/) - [Unity: Meta Quest development](https://docs.unity3d.com/6000.3/Documentation/Manual/xr-meta-quest-packages.html) Next: [[5.Quest 2 Performance and Rendering]]