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Participant
October 31, 2022

Passthrough Layer is Black on Meta Quest Pro

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-quest-xr-project-in-unity-2021/?unapproved=4039&moderation-hash=94fd9f944a6ed0989e47da48bb71cb6e#comment-4039 

 

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?

This topic has been closed for replies.

23 replies

Honored Contributor
November 1, 2022

I tested using Unreal and the passthrough is ok on Quest Pro. So you did something wrong or its a bug from the Unity version

Participant
November 1, 2022

Has anybody been successful trying the passthrough on the Meta Quest Pro using Unity?

Inspiring
November 1, 2022

Be sure to select PassThrough enabled on the camera rig. That worked for me.

 

The next issue I have is with the passthrough video feed. It has lots of tiny slashes through it and extra camera warping. Almost like the passthrough mesh has tears. It only shows in the build and cant be recorded.

Participant
November 2, 2022

Is your Unity project URP or just regular 3D core?

 

I have ticked Passthrough Capability Enabled and Enable Passthrough. The other thing I see different from your project is that my materials are missing. I think it's because the oculus integration package doesn't work well with URP. My current project is URP but I'm currently trying the same in a new 3D core project.

 

Edit: I made a new project that is 3D core, and now the materials are back but the "underlay" is still black. I have no idea why this might be. Would you be kind enough to go through your project settings and build settings so I can understand what might be wrong with my project?

 

Edit #2: I thought updating Unity might be the solution, but after updating it, and setting up the experiment once more, the passthrough is still black when I build it.

Inspiring
November 4, 2022

I have it working using Unity 2022.1.21, with these settings.

 

 

New Participant
November 4, 2022

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.

New Participant
November 5, 2022

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?

New Participant
November 5, 2022

I found the solution! https://forums.oculusvr.com/t5/Quest-Development/Passthough-not-working-with-Unity-Editor-build-run-works-fine/td-p/898399

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!

New Participant
November 6, 2022

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'

Up and Coming
March 3, 2023

I also suddenly experienced black pass-through surfaces, which were working previously, and restarting the Quest solved the problem.

New Participant
April 17, 2023

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

Up and Coming
April 17, 2023

I have HDR off and still my pass-through surfaces turn black after a few runs.

New Participant
April 30, 2023

I also had similar issues when trying to set passthrough in Unity. I have pushed a sample project on GitHub with the settings that worked for me: sample project passthrough.