Removal of the option to disable Double-Tap Passthrough is causing serious issues for VR arcades
Hello,I own a VR gaming center and we use multiple Quest headsets for customers. After the system updates released around October, the option to disable the Double-Tap Passthrough feature was removed from the settings. This change has created a serious problem for VR arcades like ours. During gameplay, customers often adjust the headset strap or accidentally touch the headset, which triggers the double-tap gesture and activates Passthrough. When this happens, the game immediately gets interrupted and the player is pulled out of the experience. For a home user this might not be a big issue, but in a commercial VR gaming environment it causes a lot of frustration for players and negatively affects the experience we provide to our customers. Previously, there was a setting that allowed us to disable this feature, which worked perfectly for our use case. Since it was removed, we have been experiencing frequent interruptions during gameplay. I have already contacted Meta support and submitted bug reports about this issue. I was informed that the feature is currently unavailable in the latest software version, but I would like to strongly request that the option to disable Double-Tap Passthrough be restored in a future update. Many VR arcades and commercial setups rely on stable, uninterrupted gameplay, and having the ability to disable this gesture is extremely important for our businesses. Please consider bringing back the option to disable Double-Tap Passthrough in the system setting ble-Tap Passthrough in the system settings. We've been suffering for 5 months now. I mean, it could simply be put in the settings to give users the freedom to choose whether to enable or disable it. Thank you.187Views0likes2CommentsHorizon Central
I understand that Meta has its own economic reasons and market dynamics for shutting down some parts of Worlds and making it mainly available as a mobile app, while leaving only old worlds accessible on the VR platform. What I do not understand, however, is how they are managing Horizon Central these days. For some time now, Horizon Central has no longer been functioning properly and is already showing signs of its upcoming closure to the public. In Central, in fact, it is no longer possible to talk with other people because everyone is muted. Instead of preventing the many people who still visit Horizon Central every day from talking to each other, Meta could simply place a notice explaining that, in a few days, Worlds will mainly be accessible from mobile devices, that only some worlds will remain available in VR, and that Horizon Central itself will no longer be available. It would be a respectful gesture toward the many users who are attached to this platform and who will genuinely miss it.11Views0likes0Commentsnext gen full body tracking using native wifi drivers
i want to propose a hybrid tracking system using sensor fusion instead of wifi working alone it would complement the quest cameras the cameras track the upper body while the wifi csi data fills the blind spots for the lower body and legs this solves the messy data problem because the system already has the headset and controllers as a base meta could add a toggle for full body tracking or upper body only to save battery it would be an optional feature powered by a low level system driver what do you think about this integration with the current movement sdk16Views0likes0Comments[SEV-2 URGENT] Meta Pro advice broke 136k member group - 4 weeks blank feed
SEV-2 ENGINEERING ESCALATION - META PRO MISADVICE Group: https://www.facebook.com/groups/Indians1nSydney/ , 136k members, created 2007 2025-03-23: Per Meta Pro Team advice, changed Hidden->Visible within 5 min of prior change. Prior week: Changed Private->Public->Private, violating 28-day rule due to Meta Pro advice. Current state: Admin sees full feed. 136k members see blank feed, cannot post/comment, all platforms. Group UI shows "Pending Public in 3 days" but group has 136k members, exceeding 5k limit for Public switch. ROOT CAUSE: Rapid privacy/visibility toggles on legacy large group caused permission sync failure. Violates Meta policy engine but UI allowed it. IMPACT: 20-year community, 136k users, 4+ weeks total outage. REQUEST: Manual ACL resync by Groups Infrastructure team. @metatommMetaRowenMetaTommMetaJaneTest64Views0likes4CommentsExploring Body Tracking via Wi-Fi CSI – A Newbie's Proposal
Hi everyone! I’m new here in the community and I’ve been diving deep into how we can push the boundaries of standalone VR tracking. As a fan of the Quest ecosystem, I’ve been thinking about a challenge we all know: tracking parts of the body that are out of the cameras' line of sight. I’ve been researching Wi-Fi CSI (Channel State Information) and was wondering if we could use the wireless signal already present in the headset to help with body tracking. Since Wi-Fi signals are affected by human movement (even through walls or behind the back), could this data be used to complement the existing IMU and optical tracking? The idea would be to use the CSI amplitude and phase changes as a secondary data layer to "guess" limb positions when the cameras can't see them. I know it’s a technical challenge, but I’d love to hear from more experienced devs here: Does the current Quest hardware allow low-level access to CSI data for this kind of processing? Could this be a viable way to achieve "Full Body Tracking" without external sensors in the future? I'm just starting to develop this concept and would appreciate any feedback or pointers to existing documentation! Best regards, Vinícius (Jurusbango)34Views0likes0CommentsProposta: Rastreamento Corporal Total via Wi-Fi
Subject: Proposal: WiFi-based Full Body Tracking using CSI (Channel State Information) Message: Hi Meta Dev Team, I would like to propose a feature that could revolutionize body tracking on Meta Quest headsets without requiring external trackers or extra cameras: WiFi-based Motion Sensing using CSI (Channel State Information). The Concept: Every time a person moves between a WiFi transmitter (router) and a receiver (Quest), the signal undergoes phase and amplitude distortions. By accessing the CSI data from the Quest’s WiFi chipset, we can analyze these signal patterns to identify body posture and movement in real-time. Technical Implementation: Signal Analysis: Utilize the 5GHz/6GHz signal fluctuations to map the user's silhouette and limb positions. Machine Learning Integration: Use a lightweight neural network to translate CSI "shadows" into skeletal data, similar to how researchers have successfully used WiFi for "through-wall" sensing. Hybrid Tracking: Combine this WiFi data with the existing Inside-Out tracking and IMU data to fill in the gaps when the controllers or legs are out of the cameras' field of view. Why this is a game-changer: Zero Cost for the User: No need for Vive trackers or Tundra trackers. Privacy: It doesn't rely on optical images of the room, just radio frequency patterns. Lower Latency: Direct processing of signal data can be extremely fast on modern SOCs. I believe this would make Full Body Tracking accessible to everyone and put the Quest even further ahead in the VR market. Best regards, Vinícius8Views0likes0Commentstechnical issues
hello i am a game creator and i need help i have the when i try to load into my game it just doesnt let me get in its stuck at the loading part i didint add any loading screens just straight into the game and it just doesnt get in please help this is just killing my motivation i had this in all of my projects25Views0likes1CommentUnable to complete the number registration for my Meta Developer account
I've been trying to complete the number registration for the meta developer account, but every time that I tried i got "Sorry, a temporary error has occurred. Please try again in a little while.". I've been trying for at least 3 days :(. Any feedback on this?, is there an issue with the meta services on this days?46Views0likes1CommentSpatial Anchors
Hello, I have a virtual reality arcade and we use a free roam game where players can move completely freely in a 300-square-meter space. The game system allows 10 players to be in the same place, but we use Meta Quest 2 headsets and Spatial Anchors for tracking and map building. However, we sometimes encounter issues such as drift or a player losing tracking and ending up in a different location. Even though we fill the room with pictures, posters, and good lighting, these problems still persist. I believe the issue is with the technology itself. Does anyone have an explanation or suggestion for this problem? Is the issue with the Spatial Anchors system itself? For reference, we can control the game since I am the developer.61Views0likes1CommentRequest for Official Meta Quest Support in Saudi Arabia 🇸🇦
Hello Meta Community Team, I’m a passionate Meta Quest user from Saudi Arabia, and I love the VR experiences your products provide. However, I noticed that Saudi Arabia is not officially supported for some features and services. The gaming and tech community here is growing rapidly, with many enthusiastic users eager to fully enjoy the Meta Quest ecosystem. Supporting Saudi Arabia officially would open a huge opportunity for both users and Meta to expand in this region. I hope the Meta team can consider adding Saudi Arabia to the list of officially supported countries in the near future. Your products are amazing, and we would love to experience them fully without limitations. Thank you for your time and for considering this request. Best regards, Thamer35Views0likes1Comment