

HMD | Head-mounted display. A device worn on the head that displays virtual content. |
FOV | Field of view. The extent of the world visible through the HMD. |
Orientation | The direction in which the head is facing, typically measured as pitch, yaw, and roll. |
Position | The location of the head in 3D space. |
Inside-out tracking | Inside-out tracking utilizes embedded sensors and cameras in the HMD to capture and process user movements and the environment, enabling positional tracking without external sensors. |
Outside-in tracking | Outside-in tracking uses external sensors or cameras placed in the environment to capture and process user movements and the environment. |
Stationary | Users can select the Stationary Guardian Setup, which allows them to play while sitting or standing in a small play space. Stationary Mode creates a default boundary area of approximately 3 feet by 3 feet (1 meter by 1 meter) centered on the user. More details can be found at Set up your boundary for Meta Quest. |
Roomscale | Users can select the Roomscale Guardian Setup, which allows them to play while moving around inside their play area. Roomscale enables users to draw boundaries in their physical space using hands or controllers. The environment that remembers is generally large and can cover most rooms comfortably. It allows for a play area of up to approximately 25 x 25 feet (7 meters by 7 meters), but the recommended play area is 6.5 x 6.5 feet (2 meters by 2 meters) for optimal performance and safety. More details can be found at Set up your boundary for Meta Quest. |
Targeting | The center of the user's field of view (FOV) is utilized for targeting solely when other input methods are unavailable. For more details, refer to Head Ray. |
Selection | The HMD's volume buttons are used for selection solely when other input methods are unavailable. For more details, refer to Head Ray. |
Position | Utilize the HMD's spatial position to accurately place the user, interactables, and virtual environment in relation to each other. |
Orientation | Utilize the HMD's orientation to determine the user's view direction, and consider out-of-view interactions for purposes like interactables and NPC reactions. |
Head gaze | The Head Gaze, also known as Head Raycast, is an interaction method that uses only the Meta Quest Headset as an input modality. It serves solely as a fallback interaction, activating when other input methods are unavailable. The cursor is positioned at the center of the user's field of view (FOV) for targeting, and the volume buttons are used for selection to interact with virtual content. Note: Using the head for targeting can be unintuitive and may cause discomfort over time. |

Maintain accurate tracking | Ensure that the user's movements are accurately translated to the virtual world, especially when they are moving. Avoid disabling or modifying tracking as it can cause discomfort. |
Head locked content | Head Locked refers to a UI element that remains fixed in the user's field of view (FOV) and stays stationary relative to their head movements. This ensures that important information or functionalities remain visible and easily accessible. These UI elements can either be spatially and react to the user's environment, such as colliding or bouncing off objects, or be positioned close to the user's eyes without being affected by environmental factors. |
Introduce users to recenter | Provide guidance for users to position themselves in their preferred orientation, considering their room setup. Allow them to reset the origin at any time if needed, as detailed on this page. |
Designing for diverse guardian setups | Help users stay within their designated play area by displaying interactive objects where they can easily interact with them. Consider the varying guardian setup options available to users: Stationary, Roomscale, sitting, or standing. Design content and interactions accordingly, taking into account the user's chosen setup. Avoid requiring interactions outside the user's boundary configuration or defined play area unless locomotion or indirect interactions have been introduced. |
Environment design | Ensure that the virtual environment remains realistic and immersive, even when users move their heads to unusual angles. Additionally, design the environment to prevent users from passing through solid objects, which can be disorienting, uncomfortable, and break immersion. |
