2 weeks ago
Hi everyone,
I'm struggling with a passthrough occlusion issue on my Meta Quest 3 using Unity 6 and the Meta XR Core SDK (v74.0.2), specifically within the PassthroughRelighting sample scene.
The avatar "Oppy" used in the sample scene incorrectly occludes real-world objects that are in front of it, rendering them as black silhouettes or making them invisible. This happens despite Oppy correctly occluding real and virtual objects behind him and being occluded by virtual objects in front.
This might be a configuration problem with Unity or the MQ3 itself, but I've followed all the instructions I could find, and Unity seems to be set up correctly.
I suspect the issue might be related to the shader on Oppy's material ("Meta/Lit") not interacting properly with the Depth API in Unity 6. As I'm not an expert in Unity and shader language, I'm unable to delve into how to modify the shader.
Has anyone else encountered this behavior with this specific sample scene and setup (or with other similar examples)? I'm looking for any advice or potential solutions (or even where to find shaders that work) to ensure that real objects in front of the virtual avatar (or any virtual object with the correct material and shader) are visible and occlude the avatar as expected in a mixed reality environment.
My current setup:
Any help or suggestions would be greatly appreciated!
Thanks!