Eye Tracking Privacy Notice
Effective April 5, 2024
Eye tracking is a feature on your Meta Quest Pro headset (also referred to as Meta Quest Pro device) that uses cameras to estimate the direction of where your eyes are looking. This feature is used to make your avatar’s eye contact and facial expressions look more natural during your virtual interactions with other users and to improve the image quality within the area where you are looking. Eye tracking may also be used as an input (similar to hand tracking), meaning you can interact with virtual content based on where you’re looking. Eye tracking is not used to identify you. You can turn eye tracking on and off in Settings and control which apps can access eye tracking on your Meta Quest Pro headset.
When Eye Tracking is Enabled
When you choose to enable eye tracking on the headset or in a specific app, software on the Meta Quest Pro headset analyzes images of your eyes (“raw image data”) to create an estimate of where your eyes are looking (“abstracted gaze data”). This estimation is done on your device in real time as your eyes move. The raw image data is deleted from your headset after the abstracted gaze data is generated. The abstracted gaze data is processed on your headset or Meta servers (e.g., the data may be processed on Meta servers to animate your avatar’s eye contact in a multiplayer scenario), and continuously generated and overwritten in real time as it provides this feature.
Calibrating Eye Tracking
After you enable eye tracking, you have the option to calibrate this feature. Calibration allows your headset to adjust the eye tracking software for a more comfortable, accurate, and higher quality viewing experience. If you complete calibration, your headset will generate and store a set of numerical correction factors for each eye (“calibration data”) so that the headset software can more accurately estimate the direction of where you are looking. For example, calibration data allows the software to correct for glasses, contact lenses, and general inaccuracies of the software. If you’ve already calibrated eye tracking, you can always go through calibration again for enhanced accuracy. Calibration data is only stored on the headset except in the event of a headset crash (see more information below), and is not shared with any apps. If you no longer want your headset calibrated or no longer wish to use the device, you can delete your calibration data at any time by going to Settings, selecting Movement tracking, and then Eye tracking. Click Delete next to Calibrate eye tracking. Otherwise, the data will be deleted when you delete your account.
If you enable eye tracking without calibrating, the headset will still process your data as described in the “When Eye Tracking is Enabled” section but without the calibration data, which may limit the accuracy of the feature.
If another person uses your account on your Meta Quest Pro when you have enabled eye tracking, the raw image data, calibration data, and abstracted gaze data (collectively, “eye tracking data”) from such person may also be processed unless they turn off the feature. You can permit other people to use the feature through your account only if they have enabled it through their accounts or if you are their legally authorized representative.
For the Device
To enable this feature for the device, navigate to Settings, select Movement tracking, and select Eye tracking. Toggle Eye tracking on to enable it. You can disable eye tracking at any time by toggling the feature off across the device and all apps in Settings. You can also temporarily pause eye tracking across the device and all apps in Quick Actions anytime.
For Apps
Additionally, you control which apps can use eye tracking. To enable or disable eye tracking for a specific app, navigate to Settings, select Apps, and select Installed Apps. After selecting the relevant app, toggle Eye tracking on or off. If eye tracking is not enabled for the device, it cannot be enabled for any app. You can also temporarily pause eye tracking across the device and all apps in Quick Actions anytime.
Eye Tracking Function
If you choose to enable eye tracking, the raw image data is processed in real time on your headset and deleted once processing is completed. We do not collect or store raw image data from the eye tracking feature on Meta servers. The abstracted gaze data is generated in real time on your headset, and processed on device or Meta servers to animate your avatar’s eye contact and facial expressions, improve the image quality where you are looking, and/or to interact with virtual content. For example, if you choose to give an app offered by Meta access to your eye tracking data, the abstracted gaze data may be processed on Meta servers in order to animate your avatar’s eye contact and facial expressions in a multiplayer scenario. If you choose to calibrate eye tracking, the calibration data is stored on your device until you choose to delete this data in your device Settings or you delete your account.
We collect and retain certain data about your interactions with eye tracking as required for the feature to work properly and to provide the feature, consistent with our Privacy Policy. For example, we collect and retain information about tracking quality and the amount of time it takes to detect your eyes. If you have chosen to share additional data with Meta, we collect additional data about how you use your headset (including eye tracking) to help Meta personalize your experiences and improve Meta Quest. Learn more. Data sent to and stored on our servers will be disassociated from your account when we no longer need it to provide the service or improve the eye tracking feature. If you delete your account, the data associated with your account will be deleted or disassociated from your account.
Headset Crash Logs
If your headset crashes, we send crash logs about your headset to our servers, which may contain recently generated abstracted gaze data, calibration data, and other information about your interactions with the eye tracking feature consistent with our Privacy Policy. Crash logs will not include raw image data of your eyes. Crash logs are stored on Meta servers until no longer necessary to provide the service or until your account is deleted - whichever comes first.
You can see if an app supports eye tracking before you download or purchase the app. The app’s product page will include the indicating that the app supports eye tracking.
When you enable eye tracking on your device and use an app from the Meta Horizon Store (including the Rift Store) that uses eye tracking, you'll be asked to give the app access to your eye tracking data. You can choose not to allow access. If you choose to allow access, the app will receive your abstracted gaze data in real time while you are in the app. Raw image data and calibration data are not shared with apps, even if you choose to allow access to eye tracking data.
If you share your data with an app offered by Meta, the app will use your abstracted gaze data in accordance with this notice and our Privacy Policy.
If you share your data with a third party app, the app will process your abstracted gaze data in accordance with the app developers' privacy policies. App developers are permitted to use this data only for purposes outlined in the Developer Data Use Policy, which describes how developers must handle user data. But we do not control how a third party app uses, stores, or shares your abstracted gaze data, so you should only allow access to your data to apps that you trust. See our Privacy Policy for more information about how third parties access your data.
Note: Fit adjustment and Natural Facial Expressions are separate features, and not included in this eye tracking feature or this notice. For information about how enabling fit adjustment or Natural Facial Expressions on the Meta Quest Pro headset uses data, please review Fit Adjustment Privacy Notice and the Natural Facial Expressions Privacy Notice. If you choose to not enable eye tracking, the direction that your avatar is looking will be based on the position of your headset.