Passthrough camera data is not available on Quest 3 developing with Unity
Basically it is not possible to access the real time passthrough video from Quest 3 in Unity. Many devs among the internet think it is a crucial feature to be able to process to create incredible mixed reality apps with object recognition using machine learning. Nevertheless, it is not possible to access the real time video captured by quest 3 in unity. Here is a reddit post made by me where people are requesting this feature. Please, we need access to real time passthrough video in Unity or other engines.49KViews110likes109CommentsOculus Spatial Anchor drifts in the Passthrough space
I’m trying to spawn a Cube as spatial anchor. But after spawning it drifts if I move physically. I’m add OVRSpatialAnchor after instantiating like this, _cube.AddComponent<OVRSpatialAnchor>(); Please correct me if I have to check something on the build settings or some Oculus settings in Unity. Thanks guys!2.3KViews0likes4CommentsHow to improve shadow quality on passthrough?
We can now have shadow on passthrough thanks to the PassthroughRelighting example in the MRUK, however, the shadow casted on the room mesh is very pixelated. I have tried to increase the shadow quality, resolution, adjust the bias etc but nothing seems to make any changes to the pixelated shadow. Does anyone know what can be done to improve the shadow quality on passthrough? Thanks!381Views0likes0CommentsCorrect way to enable/disable passthrough in app
Using unity 2021.3.35 with the latest Mata API, but I've had the same issues with previous versions of both. I'm changing if passthrough is enabled with OVRManager in script. If you hover over this setting in the editor it says it can be toggled at runtime, and most of the time it works fine. But occasionally it will cause the app to freeze, forcing you to quit with the home menu. I happens regularly enough to be an issue for users. If I don't toggle the setting and just hide the passthrough layers it doesn't crash so it must be this that causes it. But at that point passthrough is still on and the GPU and CPU levels are still limited, which gives me performance issues on my non-passthrough environments, so I need this to work. After reading other posts with the same issue I have tried changing the the setting at RenderPipelineManager_endCameraRendering, so it does it after everything is rendered in that frame, but it has the same result for me. I'm about to release a big update that uses this, so I need an answer fast. Any ideas?1.3KViews0likes0CommentsNeed passthrough chrome key in Unity for Mono to 3D converted AI Assets (green screen cutout)
I am working on a Unity project here using version 2022.3.17f1 running, all of the the Meta all-in-one SDK, and the Meta starter samples github were imported. Everything is working fine. I have the project all setup and passthrough works well. The issue is I am working with AI images and they have a green background around the object, the mono to 3D converter I am using makes them work great in passthrough and they have a full 3D effect, but I need a way to chrome key out the green background for passthrough. Example: Above is original ComfyUI generated AI image with background removal node (also I tried to have it remove background completely with transparent background and saved as a png, but that didn't work either and was black in Unity in passthrough mode) Above is a through the lense photo of the image after imported to Unity and it does a realtime mono to depth estimation. I slightly rotated the object to show the 3D. The background with the green color is still there but I can't do anything to cut it out or get rid out it with the Meta passthrough settings. I want to set the Green Alpha channel to 0 on this specific texture/mesh. Everything works great when using Virtual Desktop of course and doing his passthrough mode as a workaround, but I need to do this via Unity and the official Meta sdk stuff so when I export to standalone eventually this will work correctly. I have no idea how he was able to achieve that. I have tried all of the passthrough scripts and checked all the camera components and there is no option I see for choosing a specific chroma key color on a texture, there is stylizing setting I see but that's not what I need. I feel like this is a pretty important feature to have. It would also allow me to record videos of a subject (with a green screen background) and put them in the scene doing realtime mono to 3d using a lightweight MIDAS model, and it could give 3D depth to video character in a scene for added immersion. As it is now though the green is all around the model. Does anyone know a way to fix this, or if I am missing a section that allows for this?1.6KViews4likes1CommentQuest Passthrough and URP
Currently working on an app that uses both VR and Passthrough. I want to update to URP, but when I do that I lose Passthrough entirely (just black). Works totally fine in Standard. I am not using an post-processing (it is disabled on the main camera) Am I missing a fairly simple setting/calibration step, or is this currently not supported? Thanks!6.9KViews0likes4Comments"Passthrough Hands" in the sample scene makes the child element of HandMeshUI "disable".
I'm testing a sample scene of the Passthrough API, but when I run the application after building it on OculusQuest2, the child elements of HandMeshUI are "disabled" in "PassthroughHands" and all Sliders are not displayed. Also, my hand is not displayed. All the other samples are working in the same environment. Do I need to set different settings from the others?2.7KViews6likes4CommentsQuest Pro getting bluish, washed-out passthrough in Unity app
In my Unity application (built in Unity 2021.3.12f, standard render pipeline, Oculus XR Plugin 3.2.1, Oculus Integration v 46) the color passthrough feed from the Quest Pro comes through with a strong bluish cast, and moderately desaturated. Unless there are strong, well-lit primary colors in the room (like a bright red Solo cup), you could almost mistake the feed for black-and-white. If I double-tap the side to go to general OS-level passthrough, colors come through properly in that mode. This has been the case across multiple Quest Pros, so I don't think it's a hardware issue. And I've used the passthrough in other apps from the App Store and App Lab in which colors looked fine. So I feel like it has to be related to something in my settings in Unity or in the Oculus integration (color space, maybe?). UPDATE: If I set Compositing Placement to "Overlay" instead of "Underlay" then colors come through correctly. But Overlay is unhelpful, because then it blocks everything I'm rendering that's intended to occlude the passthrough. Still not sure why colors are partially desaturated when it's set to "Underlay". Anyone else running into this? Any guidance or suggestions? Thanks!2.7KViews0likes2Comments