AR Testing in VR

Spark AR - Oculus Quest Player
Testing AR effects in VR enabled user to test content spatially in virtual environments, rather than just on a mobile device. Users could create an AR effect in Spark AR Studio, and then preview it in their Quest headset. This zero to one product supported single plane tracking and target tracking.
Environments
We introduced four virtual environments to satisfy different use cases, and that could support plane and target tracking.
Plane Tracking
AR creators could test plane tracking effects by pointing at hard coded surfaces to place the object. The user could test effects with or without a virtual mobile device.
Target Tracking
We added frames to environments to enable target or image tracking. When the user uploaded their effect in the headset, all frames of different aspect ratios were populated with the image. User could either raycast or use a mobile device to trigger the AR effect.
Interaction & Navigation
We used controllers for input, as hand tracking was still in its infancy at the time and we wanted to ensure precision.
Content Creation & Feedback
It has been very exciting to watch artists and AR enthusiast share some of their work. The tool has since been evolved and now supports testing with passthrough.