Explore the world in virtual reality

Move around in an ArcGIS World using Virtual Reality to move and fly through different cities Image of Virtual Reality Simulation

How to use the sample

This sample utilizes the OpenXR framework and supports the following headsets/devices:

  • Meta Rift S
  • Meta Rift
  • Meta Quest
  • Meta Quest 2
  • HTC Vive
  • HTC Vive Pro
  • HTC Vive Cosmos
  • Valve Index
  1. Ensure your headset is properly connected to your computer. For Meta Headsets, make sure the Meta Desktop App is open and your headset says connected in the devices section. For Steam VR headsets, ensure Steam is open and Steam VR is running.
  2. Place the headset on your head. The sample should automatically use the headset to control the camera's position and rotation in the world.
  3. To move, use the joystick on the left controller, pushing the joystick (on a Quest controller) or moving on the touchpad (on a Vive controller) will move you in that direction. Move up and down by pushing the right joystick (on a Quest controller) forward and backward, or moving forward and backward on the touchpad (on a Vive controller). The right controller can also be used to 'snap turn' 45 degrees, making it so you can turn around quickly. Select the snap turn option, push the joystick left and right (on a Quest controller) or swipe left and right (on a Vive controller) to snap turn.
  4. Use the menu button on controllers to open/close the menu, and pull the left or right trigger to interact with the menu.


For deploying, please refer to this document In order for the sample to run on Meta Headsets, the device must be placed in Developer Mode. Please refer to this document for how to perform such an action. This must be done for running the sample in the Unity Engine, making a build to run on Windows, or making a build directly to the headset (Meta Quest, Meta Quest 2, and Meta Quest Pro)

Please ensure that the project is using URP if you are using any of the Meta Headsets listed above. HDRP may be used for any of the other headsets, but not Meta. It will cause errors in the project.

How it works

This sample provides three Prefabs for users to add to any scene making setup easy!

  • XR Origin: This Prefab holds all the components for tracking the VR headset and controllers, as well as the camera that renders components in the scene.
  • XR Interaction Manager: This Prefab receives the input from the headset and controllers and allows the user to move their hands using the controllers as well as to control the rotation by moving their head with the headset on. Without this Prefab in the scene, the sample will not work.
  • Locomotion System: This Prefab controls the movement in the sample, such as walking and flying around.
  1. Create a map and check the box for Mesh Colliers Enabled on the ArcGIS Map component if you want the camera to be able to interact with buildings and the ground. This will have a negative impact on performance so you may want to disable this on less powerful devices.
  2. Drag and Drop the XR Origin Prefab into the scene.
  3. Drag and drop the XR Interaction Manager Prefab into the scene.
  4. Drag and drop the Locomotion System Prefab into the scene.
  5. Parent the XR Origin Prefab to the game object that has the ArcGISMap component on it.
  6. Expand the XR Origin game object fully and select the Main Camera game object.
  7. In the Inspector window, click on Add Component, search "ArcGIS Camera" component, and add it to the Main Camera game object.


Exploration, First Person, Virtual Reality

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