Back to Blog List

How to Port Your HoloLens App to Meta VR Headsets?

How to Port Your HoloLens App to Meta VR Headsets?

For companies moving from mixed reality to virtual reality, VR porting enables developers to port HoloLens to Meta for better reach, speed, and lower costs. This blog will tell you how to port HoloLens app to Meta using Unity, MRTK, and OpenXR, covering all steps from setup to release. Whether you're changing enterprise training apps, visualization tools, or teamwork modules, this blog tells you what you need to know to make the change easy.

Initially, a lot of organizations chose Microsoft HoloLens for mixed reality because of its spatial mapping and hands-free use (Source). But now, with VR like the Meta Quest 3 getting cheaper and easier to get, and the discontinuation of HoloLens, companies seek to port applications built for HoloLens to Meta for better expansion and immersion. Understanding AR vs. VR vs. MR will tell you that this is the right choice. Meta provides faster visuals, fits better, and works with more systems for business use (Source). By switching mixed reality to virtual reality, companies can reuse what they already have and give a more immersive feel.

What Are The Key Differences Between HoloLens and Meta?

When trying to port HoloLens app to Meta, it helps to know the tech and design differences.

While HoloLens uses spatial mapping, Meta makes a digital area using 6DoF tracking and spatial sound. Mixed reality combines real and virtual elements, while virtual reality is a fully immersive experience in a completely virtual environment.

Both can work with Unity, and developers can change the MRTK toolkit for devices. By changing platform options, developers can use MRTK for both Meta and HoloLens. OpenXR lets you share code for all XR gear, making it easier to move between platforms.

HoloLens 2's sensors, eye tracking, and clear lenses help with applied education. Meta Quest 3 has fast refresh rates, inside-out tracking, and sharp graphics, good for simulations. To use Meta for full immersion, developers should adjust VR interfaces and input.

Knowing these things helps developers prepare HoloLens apps for Meta.

Preparing Your HoloLens Project for Porting

Before adapting to VR, refine the code and assets. This improves speed and lessens problems. Switch out HoloLens parts (like spatial anchors) with Unity XR or Meta SDK versions. Remove unneeded HoloLens files to prevent build problems. Controlling dependencies keeps the application working well.

Since HoloLens uses hand motions and Meta uses Touch controllers, alter the controls, so players can grab items and select options with buttons. The MRTK Meta integration has built-in options.

Swap the HoloLens camera with Unity’s XR Origin for tracking movement. Use room-scale tracking for movement on Meta. Change settings like view and player height for good visuals in VR. For steady VR, improve performance by simplifying models and baking lights. Use the Meta Profiler to find performance issues. A simple scene stops motion sickness and lag.

Careful setup saves effort and helps the application function well on Meta.

Steps to Port from HoloLens to Meta

In order to port HoloLens app to Meta, using a detailed VR porting method will make the change impactful. Here are a few steps to take while doing so.

Step 1. Switch Your Unity Build Platform

If you're building for Meta Quest 3, switch your Unity build target to Android. Before deployment, ensure you know how to update Meta Quest 2 or Meta Quest 3 so your hardware is up to date. For PC-based Meta headsets, switch to Windows. Then, adjust texture compression and quality settings to work best for performance on the standalone device. This makes sure your building environment is set for the Meta platform you’re using.

Step 2. Enable OpenXR for Cross-Compatibility

First get the OpenXR Plugin from the Package Manager, to begin using OpenXR in Unity. Then, go to XR Plug-in Management and turn on OpenXR, choosing Meta as the active runtime. This ensures that it works with the wired and wireless Meta devices. To keep things running smoothly, turn off any other XR SDKs to avoid controller and input problems.

Step 3. Replace or Modify MRTK Components

To incorporate Meta support into your HoloLens project using the Mixed Reality Toolkit (MRTK), upgrade to MRTK 2.8 or MRTK3 for OpenXR (Source). Ensure compatibility with Meta Touch controllers by adjusting the input and interaction profiles. Disable any HoloLens-specific features. Prior to deployment, test the user experience with the MRTK Input Simulation Tool.

Step 4. Reconfigure Input and Interaction Models

To ensure a quality user experience, modify your application’s user interface (UI) and interactions to match Meta standards. Use controller buttons or hand tracking instead of gaze and air-tap gestures. Change anchored menus to floating canvases placed in the virtual reality area. Adhere to Meta design instructions for user comfort, paying attention to appropriate interaction distances and readability of text.

Step 5. Optimize Performance for Quest Hardware

To keep performance consistent on standalone Quest devices, adjust shader complexity, lighting, and render scale. Use tools like Meta Profiler or Unity Profiler to monitor frame rates and latency. Sideload the build using Meta Developer Hub or SideQuest, and test on Quest 2, 3, and Pro.

By adhering to these steps, you can port HoloLens app to Meta effectively.

Testing and Debugging Your Ported Application

After porting, to ensure your HoloLens app works well on Meta, test the app on Meta Quest 3, and Quest Pro. Check for visual problems, frame rate drops, and tracking errors. Then, check all controller and hand-tracking features like gestures and teleportation. Make sure they react properly.

Use Unity’s Profiler and Meta Performance HUD to check for how well the app works. Watch out for CPU, GPU, or memory problems. Change shaders, textures, and lighting for Quest devices. Adjust polygon counts and LOD models to keep frame rates steady. If you use spatial anchors, be sure they stay in place when moving around.

Lastly, test user comfort to find motion sickness triggers. Adjust movement and interaction speeds based on Meta guidelines.

What Are The Common Challenges When Porting from HoloLens to Meta?

Even well-prepared developers may face issues they are trying to port HoloLens app to Meta. Anticipating these challenges can help in preparing for the porting process accordingly.

Spatial Understanding

HoloLens and Meta differ mainly in how they handle spatial mapping. HoloLens scans real environments with depth sensors. Meta relies on virtual environments. This means Meta developers must substitute spatial data with virtual shapes or use basic collision systems. They also need to rethink replicating real-world features in VR for things like object anchoring.

UI Scaling Differences

Moving user interface elements from HoloLens to Meta may cause size and placement issues due to differences in display and user interaction. In VR, adjust user interface canvases to world-space rendering and resize text and button hitboxes accordingly. Keep all elements within 1–3 meters of the user and test across various headset resolutions to ensure readability.

Performance Optimization for Standalone Devices

To ensure smooth performance on Meta Quest, developers must optimize their applications. Unity’s Profiler and the Meta Performance HUD aid in identifying bottlenecks and sustaining frame rates of 72–90 FPS, which is important for preventing motion sickness and lag.

Input Remapping Errors

HoloLens relies on eye and hand tracking with air gestures, while Meta uses controllers or hand tracking. Application transfer can be tricky if input commands don't align. Unity’s XR Interaction Toolkit can remap controls between hand tracking and controllers. Testing inputs will ensure consistent interaction for improved usability in gaming or training.

Best Practices for Cross-Platform XR Development

To build extended reality (XR) apps for HoloLens and Meta, design carefully for stable performance and good usability. Use a modular setup, keeping shared parts separate from device-specific ones for easier updates. Use OpenXR to avoid reliance on specific SDKs and keep compatibility up. Tune shaders, textures, and lighting for both Meta and HoloLens hardware. Aim for a consistent user experience with input layers that support controllers and hand-tracking. Test often on actual devices to ensure stability and visual quality across platforms.

By using modular design, OpenXR, performance tuning, and cross-device testing, you can make scalable and reliable XR apps.

Conclusion

Once organizations port HoloLens app to Meta, they can see an improvement in how immersive, accessible, and scalable experiences can be. With MRTK and OpenXR, programmers can make cross-platform builds easier and create apps that work well on mixed and virtual reality systems. If companies improve their content, change how input works, and test things in an organized way, they can find new ways to do mixed reality training, simulations, and teamwork.

Ready to port your HoloLens app to Meta? 

Contact AutoVRse for enterprise-grade XR porting and deployment solutions.

FAQs

1. Can I use MRTK for Meta Quest development?

Yes, the Mixed Reality Toolkit (MRTK) works with Meta using the OpenXR runtime. Developers can reuse interaction systems, spatial UI elements, and input settings, and also change settings for MRTK Meta controllers and tracking. MRTK3 has templates that make this process simpler.

1. Can I use MRTK for Meta Quest development?

Yes, the Mixed Reality Toolkit (MRTK) works with Meta using the OpenXR runtime. Developers can reuse interaction systems, spatial UI elements, and input settings, and also change settings for MRTK Meta controllers and tracking. MRTK3 has templates that make this process simpler.

1. Can I use MRTK for Meta Quest development?

Yes, the Mixed Reality Toolkit (MRTK) works with Meta using the OpenXR runtime. Developers can reuse interaction systems, spatial UI elements, and input settings, and also change settings for MRTK Meta controllers and tracking. MRTK3 has templates that make this process simpler.

2. Is OpenXR required to port a HoloLens app to Meta?

2. Is OpenXR required to port a HoloLens app to Meta?

2. Is OpenXR required to port a HoloLens app to Meta?

3. What’s the best Unity version for cross-platform XR builds?

3. What’s the best Unity version for cross-platform XR builds?

3. What’s the best Unity version for cross-platform XR builds?

4. How much does it cost to port a HoloLens app to Meta?

4. How much does it cost to port a HoloLens app to Meta?

4. How much does it cost to port a HoloLens app to Meta?

5. How long does it take to port a HoloLens application to Meta?

5. How long does it take to port a HoloLens application to Meta?

5. How long does it take to port a HoloLens application to Meta?

6. What factors influence the cost of porting from HoloLens to Meta?

6. What factors influence the cost of porting from HoloLens to Meta?

6. What factors influence the cost of porting from HoloLens to Meta?

Let’s talk about

Let’s talk about

Let’s talk about

your training

your training

your training

Talk to our team to learn how to implement VR training at scale

Talk to our team to learn how to implement VR training at scale

Talk to our team to learn how to implement VR training at scale