Custom depth or depth-only static meshes are not functioning properly on Meta Quest 3

I’m working on building a portal feature in my mixed reality game for the Quest 3. My method involves using an invisible mesh that only appears in the depth pass to hide objects located behind the portal.

For this mesh, I’ve enabled “Render in Depth Pass” and disabled “Render in Main Pass.” This setup functions perfectly in the XR simulator, but when I deploy it to the actual Quest device, it doesn’t behave as expected—the effect doesn’t work.

It sounds like your technique is working correctly in the simulator but not on the actual Quest 3 hardware, which suggests the issue might be related to how the Quest handles depth rendering or optimizations on device.

(post deleted by author)