# About the Mock HMD XR Plugin The Mock HMD XR Plugin enables you to build VR applications without a device. It provides stereo rendering support by mimicking the display properties of an HTC Vive HMD. ## XR plugin systems ### Display Display supports all graphics APIs for basic stereo rendering support. ### Input Input is not supported. It's up to your application to mock input by moving the camera's parent, or providing its own Tracked Pose Driver source. ## Getting started Add the Mock HMD Loader to XR Management. ![Loader selection](images/loader-selection.png) Enter Play mode. Select the Game view render mode from the drop-down above the Game view. ![Display selection](images/display-selection.png) ## Game view blit modes * **Left Eye** - Just the left eye, cropped to the center of the image. * **Right Eye** - Just the right eye, cropped to the center of the image. * **Both Eyes** - Both eyes, cropped and displayed side-by-side. * **Occlusion Mesh** - Full left and right eyes, shown side-by-side as they would be submitted to the compositor. Uses Vive's occlusion mesh. Use the API [XRSettings.gameViewRenderMode](https://docs.unity3d.com/ScriptReference/XR.XRSettings-gameViewRenderMode.html) to control the blit mode at runtime for the built-in renderer. Scriptable Render Pipelines control the blit mode themselves. ## Stereo render modes The mock HMD supports the following stereo rendering modes: * **MultiPass** - Submit separate draw calls for each eye. * **SinglePassInstanced** - Submit one draw call for both eyes. You can set the render mode at build time in the **Project Settings** window (from Unity's main menu, go to. **Edit > Project Settings**, then select the **XR Plugin Management > MockHMD** category from the menu on the left. The setting will take effect in play mode. ![Render mode selection](images/render-mode-selection.png) You can also set the render mode at runtime using `MockHMD.SetRenderMode`. Be sure to reference the `Unity.XR.MockHMD` asmdef + namespace.