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mohammed.ajaib.2024's avatar
mohammed.ajaib.2024
Honored Guest
18 days ago

Mixed Reality Guidelines

Hello,

I’m reaching out to ask whether you can provide a definitive list of the Mixed Reality guidelines for Meta Quest development.

In my research, I’ve found several documents across the Meta developer site, but none that consolidate all MR‑related requirements or recommendations in one place. The most relevant resource I located is the following:

https://developers.meta.com/horizon/design/mr-overview/

Based on this page and other official documentation, I’ve compiled a set of test cases for our project. Before proceeding, could you please confirm whether these guidelines are accurate and complete, or advise if there is an official, comprehensive list available?

Thank you.

Test Cases I have created so far using the above resources:

Passthrough & Visual IntegrationClear passthrough usagePassthrough is intentional and readable
Passthrough & Visual IntegrationGrounded virtual objectsObjects cast shadows or appear anchored
Passthrough & Visual IntegrationNo clippingVirtual objects do not intersect real geometry
Passthrough & Visual IntegrationSmooth transitionsPassthrough transitions use fades or stylization
Passthrough & Visual IntegrationConsistent stylizationVisual style is uniform across experience

Many Thanks, 

1 Reply

  • Degly's avatar
    Degly
    Start Mentor

    Your test cases look good, and honestly more structured than many MR validation lists I’ve seen.

    The difficult part is that Meta currently does not really provide a single “authoritative MR certification checklist” covering all UX, technical, comfort, and environmental expectations in one place. Most guidance is across:

    • MR design docs
    • Presence/platform guidelines
    • Passthrough recommendations
    • Interaction SDK examples
    • Store review expectations

    A few additional MR-specific things I would personally add to your checklist:

    • Lighting robustness
      Experience behaves reasonably under different room lighting conditions
    • Tracking degradation handling
      Graceful behavior when scene understanding or tracking quality drops
    • Safe occlusion behavior
      Avoid dangerous/confusing occlusion of real people/obstacles
    • Boundary awareness
      Virtual content does not encourage unsafe movement into walls/furniture
    • Recenter/relocalization handling
      Experience survives tracking resets gracefully
    • Dynamic object expectations
      Users understand what real-world geometry is and is not tracked

    Your current list is really helpful from a practical QA perspective. The biggest gap in Meta’s documentation right now is that many “guidelines” are still implied rather than formally specified.

    It also makes me think that they definitely have a list of their own, but I wonder if they can share it.

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