Immersive features
Updated: Apr 6, 2026
Meta Quest provides a set of spatial computing features that let your app understand and interact with the physical world. These capabilities transform VR from a screen-replacement technology into a spatially aware platform that responds to the user’s environment, body, and gaze.
Scene understanding gives your app a 3D model of the user’s physical space. The system detects walls, floors, ceilings, furniture, and other surfaces, providing your app with a semantic map of the room.
Key capabilities:
- Room layout — Walls, floor, and ceiling boundaries
- Furniture detection — Tables, couches, desks, and other objects identified with bounding boxes
- Semantic labels — Each detected element is labeled (wall, floor, table, couch, window, door)
- Mesh generation — Detailed 3D meshes of the physical environment for collision and occlusion
- Plane detection — Flat surfaces identified for placing virtual content
Scene understanding enables apps that adapt to the user’s room — a game that builds a castle out of your couch, a fitness app that marks safe exercise zones, or a design tool that lets you preview furniture in your actual living room.
Spatial anchors let you pin virtual content to specific locations in the physical world. When a user places a virtual painting on their wall, a spatial anchor ensures it stays on that wall across sessions — even after the user restarts their headset.
Key capabilities:
- Persistent anchors — Virtual content remains in place across app sessions
- Shared anchors — Multiple users see the same virtual content at the same physical location
- Cloud anchors — Anchors stored in the cloud for cross-device persistence
- Anchor tracking — Real-time position and orientation updates as the headset moves
Spatial anchors are essential for any mixed reality app where content should feel physically attached to the real world. Without anchors, virtual objects drift and lose their spatial relationship to the environment.
Body tracking estimates the user’s full-body pose from headset and controller data. This enables expressive avatars, body-driven gameplay, and fitness applications that track movement accuracy. Full body tracking is available through both engine-specific SDKs and Meta Spatial SDK.
Key capabilities:
- Full-body estimation — Head, torso, arms, and legs estimated from headset and controller positions
- Avatar driving — Map body pose to virtual avatars in real time
- Gesture detection — Recognize full-body gestures like jumping, ducking, or reaching
- Fitness tracking — Track body movement for exercise and wellness applications
- Runtime fidelity control — Adjust tracking quality (HIGH or MEDIUM) based on your app’s needs
- Joint velocities — Access velocity data for each tracked joint
Body tracking accuracy is highest for the upper body (head, arms) where sensor data is direct, and estimated for the lower body (legs, feet) through inverse kinematics. Design your app to work well with upper-body data and treat lower-body estimation as supplemental.
Note: The OS may dynamically reduce body tracking fidelity under thermal pressure (for example, dropping from HIGH to MEDIUM). Design your app to handle graceful quality degradation.
Eye tracking is available on Meta Quest Pro and detects where the user is looking. This enables gaze-based interactions, social eye contact in multiplayer experiences, and performance optimizations through foveated rendering. Quest 3 and Quest 3S do not have eye tracking hardware.
Key capabilities (Quest Pro only):
- Gaze direction — 3D vector indicating where each eye is looking
- Eye openness — Detect blinks and eye closure
- Eye-tracked foveated rendering — Render at full resolution only in the user’s gaze direction, significantly reducing GPU workload
- Social presence — Drive avatar eye movement for natural eye contact in multiplayer
Eye tracking requires user consent. Always provide fallback behavior for users on devices without eye tracking (Quest 3, Quest 3S).
Build path implementation guides
Each build path provides its own SDK and API for implementing immersive features:
Scene understanding:
Spatial anchors:
Body tracking:
Eye tracking:
For best practices on designing immersive and spatially aware experiences:
- Input modalities: Explore the different input modalities.
- Head: Design and UX best practices for head input.
- Hands: Design and UX best practices for using hands.
- Controllers: Design and UX best practices for using controllers.
- Voice: Design and UX best practices for using voice.
- Peripherals: Design and UX best practices for using peripherals.