Headset (Quest 3)
Experimental
The headset is a separate Homer World build. It works, but it's part of Homer 1.0 as an experiment: no promises of support or compatibility between versions.
In the headset you walk around the home on your own feet: your head leads the view, a step in the room is a step in the home, the walls are real. It works both in a regular home and in worlds. The picture in the headset is noticeably smoother now, even in a room with a dozen lights.
Two ways
| Homer app on the headset | Web version in the headset browser | |
|---|---|---|
| How it works | Native OpenXR immersion | WebXR |
| Where the button is | Walk menu → 🥽 To headset | The 🥽 Headset button in the walk |
| When it's there | Only on Meta headsets | Only if the browser supports immersion |
Phones and tablets don't have the “To headset” item. On the web, entering the headset also turns on walk sound.
To leave — the Exit headset button on the shield or the Menu button. When you take the headset off, you'll be in the walk window at the same place.
Without immersion the app on the headset hangs as a regular window. The interface there is 1.6 times larger; the stick walks when the ray is in the left half of the frame and turns when it's in the right half. A controller ray click in this window shakes more than a finger, so the tap tolerance is wider: a short click doesn't count as rotating the home.
Controls
| Controllers | Hands without controllers | |
|---|---|---|
| Walk | Left stick, press — run | Left-hand pinch |
| Turn | Right stick | Right-hand pinch with the hand moved to the side |
| Jump | A | — |
| Flashlight | X | Shines where the left hand points |
| Menu shield | Y | Pinch with both hands |
| Exit | Menu | — |
A regular DualSense or Xbox gamepad works too: sticks — walk and turn, cross — jump, circle — crouch or Spin Dash, L2 — run, R2 — shoot, triangle — flashlight, Options — shield.
Your head stops 15 cm from a wall; you can lean over a table. Speed, jump, Spin Dash and Homing attack come from the home settings.
Spin Dash
Hold B — the ball spins up, release — a dash where you're looking. By default the world doesn't spin with it: rotation makes almost everyone motion sick. To turn rotation on — the Spin Dash in the headset checkbox: in the app Settings → Walk → Game and sound, on the web Settings → Walk.
Menu shield
The shield hangs a meter in front of you, and buttons are pressed with the right-hand ray. There are no screen windows or system keyboard in immersion; everything is done here.
- Exit headset, Flashlight, To entry point, Teleport…
- Chat window, Music
- Zombie shooting range / Leave shooting range
- Arrange mode: on/off — only for those who can edit the home
- Put items back outside arrange mode, + Place an item in arrange mode
The chat hangs as a separate window on the left. You can type with the shield keyboard. 🎤 under the chat turns on the microphone; the chat icon blinks while there's something unread.
Lights
Bring your hand to a switch or point the ray at a light — a sign with its name and state appears. The trigger or a pinch switches the device.
A light without its own model hangs as a lamp shade under the ceiling — visible and pressable, with its sign under it rather than inside the slab. If the home refused, the reason — for example “unavailable” — is a red line in the same sign.
A long press on a light, over half a second, opens the light window:
- Turn on / Turn off and brightness as a bar — hold and drag;
- Warm, Neutral, Cool white and color;
- Modes and scenes — group effects and room scenes from Home Assistant.
A light in a chandelier controls the whole chandelier by default. The “All” / “This one” switch chooses between the group and a single light.
Item physics
Experimental
Item physics is new and experimental: behaviour may change from version to version.
You can pick up, rotate and throw items in the home. Physics is the same in the headset, in the app and on the web. Without a headset you pick up an item with the G key.
- Grab with the side button or a pinch. Both hands are equal: two items in two hands, and you can pass one from hand to hand.
- A near item — by touch, a far one — with the ray.
- An item in your hand follows your wrist. With two hands you turn it like a steering wheel.
- A throw goes at the speed of your hand. Something heavy held in one hand lags behind.
- Mass is calculated from volume: a cup is light, a sofa barely moves. Brush a cup with your hand — it flies off.
- Neighbours see an item flying. A thrown item hurts zombies in the shooting range.
A regular walk is a game: nothing is written to the plan. After the walk or with Put items back the home is as it was.
Arrange mode in the headset
A mode for those who can edit the home. Turned on with the Arrange mode: on button on the shield or the ✋ Arrange mode walk menu item. Here everything that settles is written to the plan for everyone.
- A released item is set down softly and straightened if it's barely tilted.
- With two hands you stretch an item from 0.25 to 4 times.
- The trigger on an item or a short pinch opens the item window: rotation by 15°, 45°, 90°, 180°, size ±5% and ±20%, “×1”, Front faces, Copy nearby, Remove from home. For an item linked to a device, the glow color is there too.
- + Place an item opens the Poly Haven catalog: search with the shield keyboard, categories, previews of 12 at a time. A new item appears a meter in front of you, facing you.
Old versions lose the tilt
An item's tilt is written to the plan only from arrange mode. A device with an old app resets the tilt when it saves the home. Update the app everywhere.
Shooting range in the headset
A blaster in your right hand with a laser dotted line, a scoreboard in front of your eyes: health, magazine, wave, score. Without controllers you aim with your gaze at the crosshair. More in the Shooting range section.
If entering the headset crashes
The app on the headset has 256 MB of memory. In 0.108.1 entering the headset stopped crashing from running out of it. If it crashes — update the app.