Identify your Meta Quest model, understand every button and port, and know what to check before handing a headset to a learner.
Jump to your headset
InvolveXR supports three Meta Quest headset models. Use this guide to identify which headset you have, understand the physical controls, and confirm everything is set up before handing it to a learner.
The fastest way to tell them apart is the front of the headset.
Best image quality, mixed reality passthrough.
Same power as Quest 3 in a more compact form factor.
Legacy device, fully supported.
The best image quality of the three, with full-colour mixed reality passthrough. Power button on the right side.
Hold 3 seconds to power on or off. Short press to sleep or wake.
Adjust volume up and down.

Charging.

Use the dial on the bottom of the headset to adjust the clarity

Plug headphones into audio jack on right side of headset

The Quest 3 supports full mixed reality passthrough, so learners can see their real surroundings when the app calls for it. Useful for hybrid scenarios.
Same processor and operating system as the Quest 3. The differences: a more compact body, no IPD dial (fixed optics), and the power button is on the LEFT side, which is the most common source of confusion.
Hold 3 seconds to power on or off. Short press to sleep or wake.

Adjust volume up and down.

Charging.

Use the button on the bottom of the headset to turn passthrough on and off

Older model, still fully supported by InvolveXR. Lower resolution display and no colour passthrough compared to Quest 3 and 3S, but works well for clinical simulation.
Hold 3 seconds to power on or off. Short press to sleep or wake.

Adjust volume up and down.

Charging.

Headphone audio.

Every Quest headset ships with a left and right Touch controller. The button layout stays consistent across generations, so learners can move between headsets without relearning the controls. What changes between models is the shape of the controllers themselves.
Ringless design with the sensors moved into the body of the headset. The Meta button is indented on the right controller and acts as a home button in every app. Quest 3 and Quest 3S ship with the same controllers.
Scroll through menus and move around the environment.
Grab objects and confirm ("do") actions in the simulation.
Press and hold to speak with virtual characters.
Bring up tool tips.
Indented button. Returns to the Meta system home in any app. Learners should not press this mid-session unless directed.
Pauses the current scenario.
Older ring-shaped design with a flat Meta button. The button map is the same as Quest 3, so the controls transfer directly if a learner switches headsets.
The tracking sensors sit in the rings above the controller. Keep them clear of hands and lanyards.
Same job as Quest 3, but sits flush with the controller rather than being indented.
Joysticks, triggers, B, X, and menu button all work the same way as on Quest 3.
The B button for speaking and the Meta button for going home are the two your learners will use most. Point these out during onboarding.
A relaxed grip keeps hand-tracking accurate and stops the wrist strap from swinging into the sensors. Coach learners through this the first time they put on a headset.
The wrist strap should be snug, not tight. If it swings loose it can knock into the tracking sensors and cause hand jitter during a scenario.
Charge headsets overnight before session days. A Quest at 20% will drain before a 30-minute scenario ends.
Next up: putting the headsets in a room, and getting learners in.