10-31-2022 08:35 AM
Hello everyone!
I've been trying development with the new Meta Quest Pro and I just haven't been able to figure out passthrough. I tried setting up a project with online tutorials and when I build the scene, the passthrough is black. Even in the sample passthrough scenes that come with Oculus Integration Package, the passthrough looks black.
The project should be set up correctly. I followed this Step By Step: http://www.lancelarsen.com/xr-step-by-step-setting-up-mixed-reality-passthrough-for-your-oculus-ques...
I also looked at this video which went basically went through the same steps: https://www.youtube.com/watch?v=9u3QQi6Gnx0&t=207s
I also tried the scenes with the Meta Quest 2 and the passthrough was still black. Anyone got any ideas?
11-03-2022 10:13 AM
I'm having exactly the same problem as helensloeb and I feel like I've tried everything. Tested your project with Unity 2021.3.12f1 (seems like you used 2021.3.9f1) but got the same problem.
I'm seeing some artifacts around the edges of objects in that sample (a pixel or two of any random color flickering very fast randomly). Might be a clue but it doesn't show up in screenshots.
helensloeb: A tip if you just want to get somewhere in your MR app is to develop for PC VR, enable passthrough in the Oculus PC app developer settings and run your app through Oculus Link
11-03-2022 12:17 PM
Yes the artifacting/flickering occurs around the edges of dark objects. Sorry no luck on your side.
11-04-2022 08:28 AM
Thank you so much!
I was able to run your project on my computer and it worked just fine. I'll make sure to try and set up a different project with the exact same settings you have and see where exactly it differs from what I was doing. Once I have that, I'll come back and explain what exactly was the error.
Once again I thank you so much for your help!
11-04-2022 08:44 AM
I have it working using Unity 2022.1.21, with these settings.
11-04-2022 10:20 AM
Thanks mreimer, the last screenshot there made me aware that you have to use the Oculus XR plugin pre-release to get the Quest Pro available as a Target Device. Unfortunately that didn't help.
I did discover though that passthrough is completely broken in all contexts on my device (except Quest Link)! I can't even set a new guardian. The button in settings simply doesn't do anything.
11-04-2022 11:15 PM
So I restored device factory settings and got passthrough working in general again, but my app still fails to start passthrough.
I found this in "Device Logs" in Meta Quest Developer Hub:
07:08:49.870
Unity
Failed to initialize Insight Passthrough. Passthrough will be unavailable. Error Failure_NotInitialized.
07:08:49.870
Unity
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
07:08:49.870
Unity
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
07:08:49.870
Unity
UnityEngine.Logger:Log (UnityEngine.LogType,object)
07:08:49.870
Unity
UnityEngine.Debug:LogError (object)
07:08:49.870
Unity
OVRManager:InitializeInsightPassthrough () (at C:/Users/Chetic/e/Assets/Oculus/VR/Scripts/OVRManager.cs:2626)
07:08:49.870
Unity
OVRManager:InitOVRManager () (at C:/Users/Chetic/e/Assets/Oculus/VR/Scripts/OVRManager.cs:1800)
07:08:49.870
Unity
OVRManager:Awake () (at C:/Users/Chetic/e/Assets/Oculus/VR/Scripts/OVRManager.cs:1848)
helensloeb, maybe do the same?
11-04-2022 11:20 PM - edited 11-05-2022 12:28 AM
I found the solution! https://forums.oculusvr.com/t5/Quest-Development/Passthough-not-working-with-Unity-Editor-build-run-...
I've been testing using OVR Scene Quick Preview, but apparently this is not supported for security reasons. You have to create a complete build and drag it to your headset in Meta Quest Developer Hub.
Very slow and frustrating way of working in my opinion...
Edit: I take it back. I just discovered I can use "Build And Run" in Unity Build Settings and "ADB over Wi-Fi" in Meta Quest Developer Hub to deploy and test with working passthrough over wifi. I suddenly have an incredibly simple and powerful setup!
The documentation and/or error handling in the SDK could've saved me a lot of wasted time here. Hope someone else can be saved by my comments in the future!
11-06-2022 09:03 AM
So I had the exact same problem , I followed a tutorial to have a blank scene with passthrough setup, thought I'd done all the settings correctly but when I built and checked on the Quest Pro the feed was always black. I then tried the oculus sample scenes and had the same problem. Turns out some settings have to be updated on the 'passthrough' sample scene provided in the 'SampleFramework/usage' folder. If anyone is still looking for a solution make sure to follow the checklist below... I had this working in 2021.3.3f1 , 2020.3.34f1 and 2022.1.2f1
In Player Settings:
- Colour Space should be Linear
- Require ES3.1 and ES3.1 +AEP and ES3.2 all ticked
- Set the scripting backend to IL2CPP
- Untick ARMv7 and tick ARMV64
In the Scene on the OVRCameraRig:
- the colour gamit was auto set to 'Rift' , change this to 'Quest'
- double check both passthrough boxes are ticked : 'passthrough capability ' under general and 'enable passthrough' under Insight passthrough
- go to the CentreEyeAnchor and make sure the background is set to 'Solid colour' , and the colour is pure black and alpha is zero
- the passthrough layer should be set to 'underlay'
03-03-2023 02:09 AM
I also suddenly experienced black pass-through surfaces, which were working previously, and restarting the Quest solved the problem.
04-16-2023 11:47 PM
Hey all,
after trying the above methods to no avail, I realized that the HDR setting in the Camera game object has to be set to "Off" before getting it to work!
Hopefully this helps any other unfortunate soul debugging this issue 😕
Cheers