Delay in Passthrough Camera Feed Versus Virtual World in Unity with XR All-in-One Plugin
0 I am developing a mixed reality application in Unity using the XR All-in-One plugin from the Unity Store with a target device being the Quest 3. I've successfully integrated the RigCamera, Hands, and Controllers tracking, as well as enabled passthrough using BuildingBlocks. However, I'm experiencing a noticeable delay in the passthrough feed from the real world — about half a second — while the virtual world interactions remain at full speed, causing a mismatch between the two. Steps I've taken so far: Ensured all configurations in 'Project Settings -> Meta XR' are correct. Updated the project settings for Android build. Tested with Unity version 2022.3.20f1 LTS, as recommended by Meta. Enabled passthrough in the Oculus properties app I've also recorded a video demonstrating the issue. You can see how the virtual hands or/and controller react immediately when I move in the real world. However, the passthrough is really slow, causing this mismatch I have been talking about. Does anyone know how to synchronize the passthrough feed with the virtual world and eliminate this delay? Any advice or insights would be greatly appreciated as I am really lost where the problem is coming from.1.7KViews2likes3CommentsGuardian boundaries are displayed with a delay
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