Meta Quest 3 Development Guide
Design XR interactions that feel natural on the Meta Quest 3 by focusing on comfort, clarity, and responsiveness.
Interaction Principles
- Hands-first: Prioritize hand tracking and pinch gestures; controllers are secondary.
- Clear affordances: Use sizing, color, and subtle animation to show what can be grabbed or pushed.
- Short sessions: Keep each flow under 15 minutes to avoid fatigue.
Input Patterns
Scenario | Recommendation |
---|---|
Selection | Use ray pointer with confirmation haptics as fallback for hand tracking. |
Manipulation | Rely on two-handed scaling gizmos with position constraints. |
System actions | Implement palm-up menu; include voice shortcuts for expert users. |
Performance Targets
- 90 FPS sustained with ASW disabled.
- GPU frame time under 8 ms and CPU frame time under 10 ms.
- Memory footprint under 2.5 GB.
Testing Checklist
- Verify guardian boundary prompts appear correctly.
- Validate mixed reality capture composition with standard lighting.
- Test both color passthrough and fully immersive modes.
Document usability findings in the shared IRIS testing template after each playtest.