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Pass-through / AR mode on Quest 3 in Unity 6

HunterCSW
Honored Guest

Hello,

I've been having some trouble getting passthrough to work in my simple project. My project is just one UI panel with a few buttons and an input field on it. It works fine in VR. However, I haven't managed to get any of my content to actually display if I add an OVR Passthrough Layer component to either the Camera rig parent or the CenterEyeAnchor itself. I've tried overlay and underlay setting and I've tried adding 3d objects to the scene too to insure that it isn't just an issue with the canvas. When I run the app like this on Quest 3, it shows in passthrough mode but the UI is not visible. If I aim my controllers, I can see them interacting with UI elements and if I select the input field the system keyboard appears, so it is all existent and working, it just isn't displaying properly/at all. I've checked all the settings that make sense to me including looking at all the settings on OVRCameraRig, but nothing has worked so far. Any suggestions? Or does anyone have a sample Unity 6 project with AR/passthrough working with UI that I can use as reference?

 

Thanks!

1 ACCEPTED SOLUTION

Accepted Solutions

HunterCSW
Honored Guest

I was able to solve this. The (main) issue was OVR Canvas Mesh Renderer Rendering Mode needing to be set to Opaque from OVR/Underlay and the other was needing to set OVR Passthrough Layer to Underlay

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1 REPLY 1

HunterCSW
Honored Guest

I was able to solve this. The (main) issue was OVR Canvas Mesh Renderer Rendering Mode needing to be set to Opaque from OVR/Underlay and the other was needing to set OVR Passthrough Layer to Underlay