Starting at Rift 1 it’s silly that Quest in 2025 still lack basic user controls for core functions
People have been asking Meta for years to add a simple toggle to disable the proximity sensor directly on the headset. Instead, the only way is through ADB or SideQuest, which makes zero sense for a mainstream device. A native setting should exist by now. Meta also removed the option to disable the “double tap to glance” overlay. It’s now permanently on with no way to turn it off. In fast movement or dance sessions, both problems annoy constantly. Quick head movement or leaning forward trips the proximity sensor, and accidental taps or scratches activate room view. It breaks immersion every time. It honestly feels like the product designers don’t actually use the headset actively. Having to open a developer account just to disable Guardian proves it. If there are legal concerns, add warnings. Don’t take away core user control! Small note while on on the train of annoying issues about Pro: -thanks for fixing the odd rendering issue on Pro headset where a diagonal line was breaking the image on the headset after updating to v80 and up its gone BUT when will your microphones ever be flawless? It's not as bad as the Rift S, but occasional mic dying turning robotic or giving a high pitch scream still appears once every few months or weeks does not happen on my Quest 3, Rift cv1, but we all know the famous Rift s mic going robot mode! (all headsets now on newest OS at the time of writing this)39Views0likes0CommentsuserPresence always reads true when casting on Quest
This looks like a bug (but perhaps it's something that was done for a better streaming experience.) HMDMount/HMDUnmount notifications don't occur when casting. Querying the UnityEngine.XR.InputDevice API behaves as expected for the CommonUsages.userPresence query, but always returns true when casting, even with the headset off for a significant time. Ditto with the OVRPlugin.userPresent property queries. For some applications, a safety warning notice needs to appear, followed by explicit user agreement, when it's likely that a user has passed on the headset. However, when casting, this cannot be done. Is there any other way to get this information - assuming the always-true result is intentional - short of directly querying the Android OS's proximity sensor API via plugin? Any info greatly appreciated.657Views0likes1CommentDisable proximity sensor (re-center) on app only
Hello, I am currently working on a unity project with Quest 3 where I instantiate some cubes using raycast (still in the demo), but when i take off the headset and move, or rotate my head and wear it again, the cubes position drift or move to right where i am looking because they are relative to the headset's position. I am looking for a way when i take off my headset, to not let proximity sensor work (in app only) just like First Encounters (i don't want to disable it completely from MQDH), get to the boolean that is making it work, or to stop whatever the hmdUnmounted event is doing, i want to stop recentering by any means necessary but ONLY inside the app. I am using the OVRCameraRig from Meta XR All-in-one.1.9KViews2likes3CommentsMy Quest 2 was reset to factory settings and I can't use it because of the proximity sensor
My quest 2 had a boot loop and I tried a few things like factory reset and firmware update, and in the end I found out that it was due to the proximity sensor, so I removed the faulty proximity sensor from the quest 2 and it booted up normally But now it's stuck on the black screen because of the faulty proximity sensor and I can't set it up because it doesn't allow me to use it since I can't see anything I tried to deactivate the proximity sensor through the computer, but for me to deactivate it I need to activate the usb debug mode, but then another problem appears, I paired the quest 2 with my cell phone to activate debug mode and it does not allow me to activate it My account is already verified, I don't understand why it doesn't allow me to activate this option Honestly, I don't know what to do, I can't set it up through the quest because it has a black screen because of the sensor, and I can't even deactivate the sensor because I can't activate debug mode on my cell phone If anyone can help me I will be very grateful, because in my country Quest 2 is really expensive, and there is no authorized assistance from Meta, I contacted support but they asked me to send it to another country but even if they fix it my quest 2 in another country, when it is sent back it will be taxed at basically the price of a new one632Views1like0CommentsIs it possible to deactivate Oculus sleep mode when removing HMD in Unreal builds?
Hello everyone! My team and me are working on a VR game. My game goes like: -The experience START when HMD detecting a player wearing it. -The experience STOP when HMD detecting nobody wearing it -then ***screensaver Mirrored on screen*** with the VR still activated (Working in Unreal Preview). We are using the proximity sensor of the Oculus to know when changing the level. (So it is impossible to just Tape the sensor to solve the issue). THE PROBLEM: The Oculus Rift in standalone builds, for performance issues or something, will not render camera when not weared, and then will not mirror any images on screen, making the screensaver full black. Is there any option, or modifiable SDK code to prevent Oculus to stop render? Thank you!6.1KViews0likes13CommentsAre there adb commands to disable the proximity sensor?
I was working on full end to end testing and having our quest builds run on hardware as part of our CI/build process. The tests/apk won't run if the screen isn't on. I came up with the following solution as a workaround but this is more of a fun hack than a scalable solution. raspberry pi zero w w/ a servo attached to a cheap skull I found at target.5.3KViews1like2CommentsODH 1.8.0: Proximity sensor switch stuck on "loading"
Hello, Starting three weeks ago, I've been unable to turn on/off the proximity sensor on my Quest 2 through the ODH "My Device" page; I was able to operate the switch before, but one day it stopped working altogether, completely out of the blue. Short of a factory reset, what else can I do? Is there a shell command I can use to reset the status? Btw, the proximity sensor is on in the headset, but I need to turn it off.2.5KViews0likes2CommentsThe proximity sensor needs deactivating if ...
.. the device is laid facing down on a table. The straps which rest inside are constantly activating the device when not being used. "... boop" This should be a very simple fix. Apologies if this has already been discussed. Also, hello!404Views0likes0Commentsvideo and audio is frozen when user takes of HMD (proximity sensor triggered)
Hi all, The default behavior for Rift when the user removes the headset is for the Mirror monitor to display a black screen and for the audio to cut out (with Unreal). I understand that the screen cuts off inside the HMD to avoid burn-in. Is it possible to disable this behavior in unreal engine, so that if the user removes the HMD, audio + video will still be displayed on the external "mirror" monitor? This is for live demo situations with multiple users. The player's experience is output to an external monitor. Having the video/audio cut out when a player removes the headset is very jarring. Would appreciate any assistance!! So far I have tried: Temporarily switching to mirror mode "0" when the headset is removed - this leaves vision on the screen but it's frozen and wont update (Mirror mode 0 also shows the 2 eyes which doesn't look great). The audio also is still cut off in this method. Sticking sticky tape over the Headset's proximity sensor. This is a last resort - I am using the proximity sensor (headset taken on/taken off) to automatically reset level variables using Blueprints.631Views0likes0Comments