cancel
Showing results for 
Search instead for 
Did you mean: 

Unreal passthrough over Quest Link

Salvo8984
Honored Guest

Hi there,

I am experimenting with Meta Quest 3 and passthrough. I can get it work if I push the project in to the headset however, if I use Quest Link I cannot get the passthrough layer working. Is this possible using quest link? 
it should be as if I use quest link and I go out of my boundaries I can see the passthrough showing off. 

26 REPLIES 26

CarpetFace
Expert Protege

Works with a cable link, but not with air link.  I had to grab the PassThrough samples from the Oculus 5.1 branch of Unreal Engine since they appear to be missing in their 5.2 branch.  IIRC, only one of those samples didn't work properly in 5.2's VR Preview, but worked on the headset.

Alyatirno
Honored Guest

Using 5.3 here, with Quest 3 and the VR Preview doesn't work with the Samples (I have the Developer mode enabled in the App, and I also have enabled the Passthrough through link). I do get a feed but the underlay seems incorrect, and it is nausea inducing sluggish.

It does work on the Packaged build though.

Passthrough also doesn't seem to work with the Meta XR Simulator which would be great for quick testing.

You have Passthough working on UE5.3.2 on built packages? How did you set that up, as when I try it doesn't work because UE5.3.2 Meta XR plugin need to have its General/XR API set to "Epic Native OpenXR with Oculus vendor extensions" and PassThrough is lost as MetaXR isn't prioritize.

V4C38
Honored Guest

I only get a black passthrough layer on 5.3.0 via AirLink and Link. Anyone figured it out yet?

I cloned the Unreal-PassthroughSample project from github from here

https://github.com/oculus-samples/Unreal-PassthroughSample 

packaged for Android and installed it to the headset. and that worked. 

I cannot get it to work properly on VR Preview though.
I also have not been able to simply make the past through work on a new project, so I'm investigating what settings make this Sample Project different.

I can run Passthrough on 5.3.2 via Link (I suppose it would work with AirLink as well), but only if I launch the project through Quick Launch which requires the content to be cooked and uploaded to the headset.

VR Preview is not working (at least for me), I do get the the passthrough feed, but it is very sluggish and it doesn't render properly.

Are you building from the Oculus Branch of UE5.3? As it seem Meta include an OculusXR plugin within Engine/Plugins/Runtime. I'm building the Oculus branch of UE5.3 currently to see if this is the case, maybe this additional plugin can be added to a UE5.3.2 (Epic) project; I'll give it a try later.

I am actually just running out of a Vanilla Engine from the Epic Store (I dropped the MetaXR and MetaXRPlatform) in the Engine/Plugins/Marketplace folder. I'm not building from source. 

I've no idea how you've managed to get Passthrough working in UE5.3.2 in a packaged .apk; if you find the magic checkbox you set to get it working, I'd love to know.

Note: The UE5.3 Oculus branch does support Passthrough if anyone want's to do that, General/XR API: Oculus OCRPlugin + OpenXR backend is supported. I'm not currently convinced UE5.3.2 from Epic supports Passthrough.