Categories: General

Develop Awesome Experiences for the Meta Quest Pro Using These Amazing Creation Tools

by Bobby Carlton and Dilmer Valecillos

Unity, MRTK, Needle Tools and 8th Wall are just some of the tools you’ll need to develop!

The Meta Quest Pro is available now and we have already seen some very cool things being teased from developers leading up to its launch. Of course, in order to develop, you need an amazing set of tools. Our Head of R&D, Dilmer Valecillos took a moment to take a deep dive into some of the top development tools you can use with your Quest Pro headset to develop and launch your own XR experiences.

Image from Meta

In the video, Dilmer gives us a little bit of comparison of between the Quest Pro and the recently released Magic Leap 2 MR headset. He also gives us some perspective on color passthrough and what that will mean not only for the Meta Quest Pro, but for XR in general.

Some of the tools mentioned here are Unity, Unreal, MRTK 3, Needle Tools, 8th Wall, and Mozilla, and a brief skimming of how to use them for the Quest and deploy your builds.

All of these tools along with others will be essential for you to develop incredible XR experiences on the Quest Pro headset that you can bring into your workforce as a training platform, or used for social events and entertainment.

You can expect an even deeper dive into the Meta Quest Pro in upcoming posts here on our blog and on our YouTube page.

Bobby Carlton

Bobby Carlton leads business development at FS Studio, where he works with robotics, autonomy, and manufacturing teams to figure out what they actually need from simulation before a single asset gets built. His view is that the next chapter of immersive technology is not a headset. It is the physical world learning to think. That work sits at the point where robots, digital twins, and synthetic data stop being separate disciplines and become one: teaching machines to understand and act in real environments. He spends his time on the practical end of it, translating between the engineers building high-fidelity simulation and the operators who have to justify it on a plant floor, in a warehouse, or across a fleet. On the FS Studio blog he writes DigiTalk, a running look at how Physical AI is being built right now. The posts cover embodied reasoning, teleoperation data, humanoid reliability, sim-to-real transfer, and the tooling underneath it, including NVIDIA Omniverse, MuJoCo, and OpenUSD. No hype, no roadmap fan fiction, just what changed and what it means for teams shipping real systems. Bobby is based in Albany, New York, and studied at the State University of New York at Albany.

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