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Glossary of key terms

Updated: Nov 10, 2025
Familiarize yourself with these common terms and concepts used in Meta Quest and virtual reality domains.
TermDefinition
Augmented Reality (AR)
The 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 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 identities persistent across the Meta ecosystem. Leveraging advanced body tracking, the Meta headset and Touch controllers extrapolate realistic Avatar poses to provide users with a sense of self in a VR world.
Hand tracking
This 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
This app connects Quest hardware to a PC over USB or Wi-Fi. It’s useful for both consumer and development workflows.
Meta Horizon Start
This program is created for developers who have either launched a VR application or are in the process of releasing one. Before applying to Oculus Start, ensure you are logged into your Meta Quest Developer account and have a build ready with your developer team to get started. This is not a program for beginner VR developers.
Meta XR Audio SDK
A package that 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.
Meta XR All-in-One SDK
An all-in-one source for core features, components, scripts, and plugins to ease the app development process. This package contains multiple SDKs.
Meta XR Core SDK
A package that contains essentials for developing in VR with Meta XR tools, 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, and raycast for controllers and hands. This SDK also includes tools to help developers build their own hand poses.
Meta Movement SDK
A package that supports the Avatar SDK by extending capabilities to third-party developers who don’t have embodied avatars or choose not to adopt Meta’s Avatar capabilities.
Meta XR Voice SDK
The Voice SDK lets you to enhance your users’ app experience with voice, providing 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.
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 represents human vision. When 100% is covered by pixels, it’s virtual reality. Everything in between falls under mixed reality.
Native
Description of a type of app built 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.
OpenXR
An open standard for accessing VR, AR, and MR platforms and devices.
OVRCameraRig
The name of the Unity prefab that sets up the camera and tracking in VR scenes for devices including Meta Quest headsets. It contains a tracking space GameObject 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. Meta 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, a realistic feel, and precise controls. Supported Meta Quest headsets, the controllers let users see and use their hand positions in VR, making interactions like grabbing, pointing, and manipulating objects feel natural.
Extended reality (XR)
A view of reality that includes combined real and virtual environments and human-machine interactions. It includes augmented reality (AR), mixed reality (MR) and virtual reality (VR) and the areas interpolated among them. XR is experienced through devices including Meta Quest headsets, smartphones, tablets, and AR glasses.
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