Meta Quest Passthrough API | How to make virtual and passthrough windows
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- čas přidán 16. 07. 2024
- Hi XR Developers! In this video we will look at the Passthrough API from Meta. I will not only show you how to enable it on your device, Unity Editor and your application, but we will also look at how to style our passthrough mode and create passthrough as well as virtual windows that let us merge the best of both worlds!
Resources:
🔗 Meta Passthrough API Documentation: developer.oculus.com/document...
🔗 Passthrough Styling: developer.oculus.com/document...
Other Videos:
📹 Mixed Reality Utility Kit: Build spatially-aware apps with Meta XR SDK: • Mixed Reality Utility ...
📹 Meta’s Building Blocks | Develop Mixed Reality Apps lightning fast: • Meta’s Building Blocks...
📹 How to use Lights & Shadows in Passthrough Mode: • How to use Lights & Sh...
📹 Get Started with Meta Quest Development in Unity: • Get Started with Meta ...
📹 Meta Hand Tracking Pointer & Pinch: • Meta OVR Hands | Point...
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Chapters:
0:00 Intro
0:59 Enable Passthrough in Meta Quest Settings
1:10 Setup Passthrough in Unity scene
2:58 OVR Passthrough Layer deep dive
5:41 Switch between different OVR Passthrough Layers & Modify Passthrough Camera in code
8:45 Create Passthrough windows (Surface Projected or Shader based)
10:11 Virtual window demo (Patreon only!)
11:30 Outro
Hi XR devs, I've missed an important detail! If you are NOT using building blocks to setup passthrough, you will need to find your main camera in the scene which is most like on the CenterEyeAnchor below TrackingSpace inside the OVRCameraRig, and change the camera background from "Skybox" to "Solid Color". Just set the color to black and turn down the alpha all the way!
2:06 Thanks for this video. The part I needed was to enable Passthrough in Quest Link in the "Beta" tab of the "Settings" page of the Oculus program. Before that, everything that should've been passthrough was just black. I was able to convert the Comprehensive scene (which I like to start with because it has so much of the Interaction SDK functionality represented) into a Mixed Reality scene with passthrough. Also, I realized that the latency of Air Link was not workable at all. But Quest Link with the cable works great.
Thanks for your Meta Quest specific tutorials! Any chance you can do one for teleportation on planes? I know you did a general unity XR one a while back, but I'm looking for something using meta prefabs. Thanks!
Found something intresting: while using the 62. Version of the Meta SDK everything works fine but when I started upgrading the Core and Utilitly Kit to the 66.0.0, because I wanted to know why my project wasnt working, the stencil stopped working. Changing the Render Queue does not help. Weird things: The passthrough shader stopped working completely and was only visible at a RQ 2800. The Stencil didn´t worked at all. I downloaded the project from your patreon page and used Unity 2022.3.34f EDIT: After changing it back to 62 it worked again.
Hello, I would like to ask where is the last scene, which is not found in my project
Hi, is it available to use in outdoor scene with quest 2, I'm trying to develop it with navegation system.
This is a great tutorial, thanks for creating amd sharing.
Do you know how to make the "virtual window" dynamically change size and curvature (i.e., via joystick input)?
It would be interesting to have control over this and recreate something similar to what the Vision Pro seems to do with the crown/dial where you can control the "level of immersion" by changing from a window to an all encompassing view of the virtual environment.
Hi, thanks so much, happy you like it!
You can achieve the same effect on Meta Quest by adjusting the opacity of your passthrough layer depending on your joystick value!
@@blackwhalestudio you're welcome, thank you for the information.
What about changing the curvature angle so it isn't just a flat plane? As if you wanted to view a curved monitor as the virtual window?
I always get visible axis on all the objects in the scene. How do I remove them or make them invisible?
Hi! I just followed your tutorial and set up passthrough layer. But I noticed there were some annoying distorion of the passthrough image. But this didn't happen when I use quest's builtin passthrough function. Any idea about the reason? Thank you!
Did this only happen when using the Quest Link?
I know that the Quest 1 was not supposed to handle Passthrough, but I can't seem to find a definitive recent answer as to whether it was enabled for the Quest 1 after all. Every source I find that implies that the Quest 1 supports it only ever talks about 2, 3, and Pro. Even ChatGPT said it was supported, but provided no actual source concerning Quest 1, and linked to Meta's site which doesn't mention Quest 1. I know I can assume it isn't and buy a cheap used 2, but I guess I am trying not to spend money right now. It could also be the case that it was enabled but nobody cared because they had moved on to Quest 2 development and didn't have to worry about it? Do you or anyone know if it was actually enabled for Quest 1 or not?
Quest 1 does not have passthrough unfortunately!
Is this window passthrough project available in Unreal Engine? :)
Unfortunately none of my projects are for Unreal Engine :)
@@blackwhalestudio Dang, the search continues then. Thank you!