Quest 3 v203 forces 6DoF Headset Tracking when launching an app, but I need to use 3DoF
Hi everyone,
I am developing a UE5 application for Meta Quest 3.
My use case requires the headset to work in 3DoF , I need to disable Headset Tracking / motion tracking in the Quest system settings, because the application is used in a moving environment where 6DoF positional tracking is not stable.
However, on the latest Quest system version v203, when I disable Headset Tracking and then launch my app, the system shows a prompt asking me to enable Headset Tracking / 6DoF. If I choose not to enable it, the application closes and cannot continue.
I have already tried adding the following to the final AndroidManifest.xml:
<uses-feature
android:name="android.hardware.vr.headtracking"
android:required="false"
android:version="1" />
I confirmed that this entry exists in the final APK Manifest, but the Quest system still forces me to enable Headset Tracking when launching the app.
My questions are:
1. Is there an official way in Unreal Engine / Meta XR to allow a Quest app to launch when Headset Tracking is disabled?
2. Is there an Unreal equivalent of Unity’s “Allow Optional 3DoF Head Tracking” setting?
3. Is this forced 6DoF prompt a system-level behavior in the latest Quest v203 firmware?
4. Can an app disable or bypass this prompt, or is it impossible from the application side?
My target device is Meta Quest 3, running the latest system version v203.
Any official guidance or workaround would be appreciated.
Thank you.
