Meta3 Critical bugs and technical inquiries
Hello,
We are currently developing a military PC VR simulation
We are building a UE5-based simulation environment where the physical world and virtual simulation map must be precisely aligned. During development, we encountered several critical technical issues and would like to request your support.
This is a simulation video we are making.
https://youtube.com/shorts/01MnXlDY9Lk?si=JYbkpQ3iBNEAtmIR
Removal of Double-Tap Passthrough Option in Quest OS v81+
Our device is updated to Quest OS V83.
Previously, the Passthrough menu included a setting to toggle Passthrough by double-tapping the headset.
However, this option seems to have been removed starting from v81.
During playing:
When user fire the Gas Gun, the physical recoil sometimes hits the headset
This accidentally user the Double-Tap Passthrough, switching the view unexpectedly
This is a critical issue during live, high-focus simulation sessions
Questions:
- Was this removal intentional or is it a known bug?
- Is there any method to fully disable Double-Tap Passthrough detection at the system level?
- Can this feature be controlled via Enterprise Device Manager, developer settings, or through an API?
We urgently require a way to prevent unintended passthrough switching during weapon operation.
Controller Tracking Instability When Mounted on a Real Gas Gun
We are attaching the right Meta Quest 3 controller to a real gas-powered training rifle (Gas Gun) to simulate firearm operation.
However, we are experiencing severe instability:
- In-game controller movement becomes more shaky than the real physical recoil
- The controller occasionally “loses tracking” or disappears momentarily and then snaps back
- This issue did not occur with Vive systems (Vive Trackers or Vive Controllers)
- We suspect the IMU (accelerometer/gyroscope) fusion may overreact to physical shocks
Questions:
- Is there any way to reduce IMU influence or increase optical (IR/SLAM) tracking weight in the sensor fusion algorithm?
- Are there recommended settings for high-impact environments (firearm recoil, vibration, sudden acceleration)?
- Does Meta provide any industrial or enterprise-level tracking stability configuration for controllers?
- Any recommended hardware mounting guidelines for shock-prone environments?
Marker-based Spatial Alignment During PC VR Mode (Front Camera Access)
Our current system aligns the real physical environment with the virtual simulation map using the initial starting position.
We would like to confirm the following:
- In PC VR (wired or wireless streaming mode), is it possible to access the Quest 3 front camera feed to detect fiducial markers (e.g., QR codes, ArUco markers, or custom markers)?
- If direct camera access is not supported,
does Meta provide any API or feature that enables marker-based spatial correction, room alignment, or external tracking integration?
- Is there an enterprise/SDK feature that allows real-time camera-based alignment similar to
systems like Vive LBE, Lighthouse, or OptiTrack?
This capability is essential for achieving accurate real-world to virtual-world spatial registration.
To adopt Meta Quest 3 as the standard device for this national project,
we kindly request technical support, clarification on the above issues, and any available guidance or enterprise solutions.
We can provide additional logs, test videos, calibration data, or system architecture if needed.
Thank you very much for your assistance.
hanula0 You can make formal bug reports at the developer Feedback Centre.