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Ashfaqk's avatar
Ashfaqk
Honored Guest
1 month ago

Unity Quest 3 Passthrough Mirroring to PC Screen via Oculus Link

Hi everyone,

 

I'm developing a Unity Mixed Reality app using the Meta All-in-One SDK with OVRCameraRig and OVRPassthroughLayer. The app runs on Quest 3 via Oculus Link (USB cable) and works perfectly inside the headset — passthrough and virtual content both display correctly.

 

However, I need to mirror the full passthrough view (real-world camera feed + virtual content) to a PC screen as a Screen Space UI inside my Unity app window.

 

What I've tried:

• OVRMirrorCapture using secondary Camera + RenderTexture → only shows virtual layer, passthrough background is black

• PassthroughCameraAccess (Meta MRUK Building Block) → fails with error: 'CameraGetLatestImage is only supported on Android'

• OVRDisplay.GetEyeTextureForMirror() → method doesn't exist in current SDK

• XRDisplaySubsystem APIs → methods not available in current Meta XR SDK

 

I've seen the official GitHub issue (#48 on Unity-PassthroughCameraApiSamples) where a Meta developer confirmed Passthrough Camera API is not supported over Link yet and will be in a future release.

 

My questions:

1. Is there any currently supported method to get the full passthrough feed (including real-world camera) into a Unity RenderTexture or UI element on PC via Link?

2. Is Mixed Reality Capture (MRC) a viable path for this use case?

3. Are there any workarounds available while we wait for official Link support?

 

Any help or direction would be greatly appreciated. Thank you!

2 Replies

  • Degly's avatar
    Degly
    Start Mentor

    As far as I know: currently, no fully supported method exists over Link.

    The way that it works is that passthrough on Quest is compositor-level and Oculus Link only mirrors the rendered VR layers, so that means that the real camera passthrough feed is not exposed to the PC-side Unity runtime

    What you can do is run fully standalone on Quest, stream a custom texture/network feed from Quest to PC, use adb/scrcpy capture for debugging or use any other external compositor/capture pipeline.

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