Emulator: Testing your app¶
The Emulator lets you test mixed reality applications on your PC without a real Nreal Light glasses and computing unit. With Emulator, you can speed up app development by testing, iterating and debug without having to build and deploy the app to Nreal device. You could simply use Unity to test your app by importing an Emulator Prefab.
Controlling the Emulator is very similar to common 3D video games. You can use keyboard and mouse to control the head pose movement, controller rotation, trackable planes or images in 3D space.
In this section, you will learn:
- How to enable Unity to debug MR apps as an Emulator.
- How to simulate input events that are usually read by Nreal Light glasses and controller sensors by using your keyboard and mouse when debugging.
Prerequisites¶
- Understanding NRSDK concept and working flow
- Import NRSDK into Unity
- Have the code and resources of your app ready
Emulator Structure¶
Emulator folder contains all the code and resources of Emulator, here is a brief introduction for you to lookup.
- Editor contains the script used for modifying Unity Editor.
- Image contains the UI image resources to show controller state.
- Material contains the materials for TrackableImage and TrackablePlane in Emulator.
- Model contains the room model used in the sample scene.
- Prefabs
NRTrackableImageTarget.prefab
used for simluating the detection of images.NRTrackablePlaneTarget.prefab
used for simulating the detection of planes.
- Resources used for dynamic loading resource.
- Scene contains two demos for testing TrackableImage and TrackablePlane.
- Script
NativeEmulator.cs
used for calling low-level API.NREmulatorManager.cs
is the script for managing the life cycle of Emulator.NREmulatorController.cs
simulates the input of controller.NREmulatorHeadPose.cs
simulates the headpose movement.NRTrackableImageBehaviour.cs
is the script to simulate the trackable images.NRTrackablePlaneBehaviour.cs
is the script to simulate the trackable planes.NRTrackableObserver.cs
is the observer of trackable target.TrackableFoundTest.cs
is a testing script that.
Simulating the 6DoF Head Pose¶
Use WSAD on the keyboard to simulate the movement of the position of the head.
W -> move forward. S -> move backward. A -> move left. D -> move right.
Press Space key and Use the Mouse to simulate the rotation of the head.
Sample Code:
void UpdateHeadPosByInput() { float mouse_x = Input.GetAxis("Mouse X") * HeadRotateSpeed; float mouse_y = Input.GetAxis("Mouse Y") * HeadRotateSpeed; Vector3 mouseMove = new Vector3(m_CameraTarget.transform.eulerAngles.x - mouse_y, m_CameraTarget.transform.eulerAngles.y + mouse_x, 0); Quaternion q = Quaternion.Euler(mouseMove); m_CameraTarget.transform.rotation = q; Vector3 p = GetBaseInput(); p = p * HeadMoveSpeed * Time.deltaTime; Vector3 pos = p + m_CameraTarget.transform.position; m_CameraTarget.transform.position = pos; // Call api to simulate the headpose movement NREmulatorManager.Instance.NativeEmulatorApi.SetHeadTrackingPose(pos, q); }
Simulating Controller Input¶
There is also a controller UI showing the emulator controller state, including touch movement and button event, at the lower-right corner of the Game window.

- Simulating Controller Rotation
Press Shift + Move Mouse
- Simulating Controller Button
Mouse left button -> Select Button
Mouse right button -> Home Button
Mouse middle button -> App Button
- Simulating Controller Touch (Swipe Gesture)
Keyboard Left/ Right/ Up/ Down Arrow -> Swipe Left/ Right/ Up/ Down
Sample Code:
NREmulatorController.cs
// Control the rotation of controller void UpdateControllerRotateByInput() { float mouse_x = Input.GetAxis("Mouse X") * HeadRotateSpeed; float mouse_y = Input.GetAxis("Mouse Y") * HeadRotateSpeed; Vector3 mouseMove = new Vector3(m_Target.transform.eulerAngles.x - mouse_y, m_Target.transform.eulerAngles.y + mouse_x, 0); Quaternion q = Quaternion.Euler(mouseMove); m_Target.transform.rotation = q; NREmulatorManager.Instance.NativeEmulatorApi.SetControllerRotation(new Quaternion(q.x, q.y, q.z, q.w)); }
Tutorial: Simulating Headpose, Controller & Trackable Object¶
Run the Sample¶
First , Assets/NRSDk/Emulator/Scenes/TrackableImageEmulator.unity
and Assets/NRSDk/Emulator/Scenes/TrackablePlaneEmulator.unity
are two samples for the Emulator. Developers could directly play the scene in Unity Editor or build them into apk and run on an Nreal Device.
Create your own¶
- Make sure you have
Assets/NRSDK/Prefabs/NRCamreaRig.prefab
andNRSDK/Prefabs/NRInput.prefab
in the scene.
- When Unity Editor under runtime, the
NREmulatorHeadPose.prefab
will be automatically loaded byNRCameraRig.prefab
into the scene for simulating the head pose data.- When Unity Editor under runtime, the
EmualatorController.Prefab
will be automatically loaded byNRInput.prefab
into the scene for simulating the controller input data.
- Place
Assets/NRSDK/Emulator/Prefabs/NRTrackableImageTarget.prefab
orAssets/NRSDK/Emulator/Prefabs/NRTrackablePlaneTarget.prefab
to simulate the trackalbe images and planes.
TrackableObserver.cs
is attached to everyNRTrackableImageTarget.prefab
andNRTrackablePlaneTarget.prefab
. You need to register your own logic of Trackable found and lost into TrackableObserver.![]()
- In
/Assets/NRSDK/Emulator/Scripts/TrackableFoundTest.cs
, you could find the sample for the register event.
- Sample Code:
TrackableFoundTest.cs
public class TrackableFoundTest : MonoBehaviour { // Observer of the registed event public TrackableObserver Observer; // Showing GameObject on the detected Trackable object public GameObject Obj; void Start () { Obj.SetActive(false); Observer.FoundEvent += Found; Observer.LostEent += Lost; } private void Found(Vector3 pos, Quaternion qua) { Obj.transform.position = pos; Obj.transform.rotation = qua; Obj.SetActive(true); } private void Lost() { Obj.SetActive(false); } }
If you want to use your image as a detection target, you could switch the image database in
NRTrackableImageTarget.prefab
In NRSDK, we provided you with three default images for image detection. If you would like to add your own, please find
NRCameraRig.prefab
- Find
NRKernalSessionConfig.asset
under theNRSessionBehaviour.cs
![]()
- Find TrackingImageDatabase in the
NRKernalSessionConfig.asset
, and drag your own database.asset into it.![]()
- Refer to Image Tracking for more inforamtion
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