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Chess.13
2 years agoHonored Guest
Developing a PC Mixed Reality App with Quest 3 Passthrough
Hello everyone,
I am facing an issue with the passthrough mode on the Meta Quest 3 using Unity (version 2022.3) with the Quest Link feature. I am seeking advice or feedback on this matter.
I've developed a test application in Unity for PC, aiming to create a mixed reality application that runs on PC and utilizes the passthrough capabilities of the Quest 3. The application works perfectly when connected through Air Link (wifi 6). The rendering is smooth, and hand tracking works well. However, as soon as I activate the Passthrough effect on a surface, the application slowdowns and becomes unusable. I've noticed that this issue disappears when the application is launched directly in the headset through an Android build, indicating that the Passthrough when using Air Link might be the problem. I plan to buy a cable to test Quest Link with a USB connection, but I'm skeptical that this will resolve the issue. My ultimate goal is to ensure seamless performance of this mixed reality application on PC, leveraging the Passthrough features of the Quest 3.
After some research, I read that Meta does not officially support mixed reality applications executed from a PC, except for debugging purposes. Are there any developers who have successfully created and executed a stable mixed reality application using Quest Link ? Also, do you know if Meta plans to support this functionality in the near future?
Any tips or experiences would be extremely helpful.
Thank you in advance !
4 Replies
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- belly1912Honored Guest
Hi, have you managed to get anywhere with this? I currently have it working with a cable but not airlink.
- Chess.13Honored Guest
Hello,
I tried using the cable, the latency is less noticeable, but it is only for debugging purposes. I really wanted to develop a mixed reality application that runs on a PC and get the rendering in the headset through airlink. It's really a shame that mixed reality applications are exclusively reserved for Android applications running natively in the Quest environment.
- belly1912Honored Guest
Hi, we've come to the same conclusion.. I think the bottleneck is sending the video feed from the headset to the PC and then back to the headset and also openXR haven't really created a passthrough package, so you have to use it with the Meta SDK. Hopefully they'll sort this in the near future..
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