I created a playground with pretty much the same code that I’m using in my own project:
The code in my own project works on Android, but this doesn’t for some reason, as I can’t see the marker cube appearing as I look around. Anyways, what matters here is that you get an error in the Quest browser when you click the enter vr button: “The specified session configuration is not supported.”
In the playground I have included the code I have tried using for my custom enter vr button.
@RaananW
Depth sensing on the quest is not yet supported. The spec has changed and we have not yet adapted to the new specs. This is the issue to follow, if you want. I hope to address this soon - [XR] Update depth sensing implementation to support the new specs · Issue #15035 · BabylonJS/Babylon.js (github.com)
Thank you for the information!
I’m curious, once it is supported, is the plan to make occlusion as a part of the engine, or will we need to create a shader which handles the occlusion?
yes! that would be the number one usage of depth sensing IMO 
I want to provide occlusion “out of the box”, and integrate it into the rendering pipeline. architecture for that is still TBD, so patience is required.
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Great to see it’s still being worked on!
I checked it out on my Quest and noticed that only the sphere attached to my hand was occluded, with the other spheres in the air and on the ground not being affected.
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I had this issue once (when I started implementing it), and restarting the experience solved it. I wonder if it is the same case here. I will try reproducing it.
But i am happy to know that at least the sphere in your hand is occluded 
Yep, seems like a similar problem. The second time I started it, it also occluded the quad, while the spheres where still visible through my physical wall. After the third time everything appears to work as intended.
I hope there is a consistent way to reproduce it.
It might be the material plugin, though they should all have the same material. I will run a few tests, thanks a lot for reporting.