Is there is a chance that the component AROcclusionManager will be compatible?
Other way to do it will be to create a shaderGraph which is able to hide object behind the ARMeshes ?

Any tips on that?

AROcclusionManager is not supported on visionOS. The OS does not provide a depth texture, and it wouldn’t be possible to write that depth texture to the frame buffer in Mixed Reality, as we don’t have access to Metal rendering. As you say, the best option for occlusion will be to assign an occlusion material to the meshes created by MeshManager. You should be able to use the AR/Basic Occlusion shader included with AR Foundation.

It makes sense for depth map, was thinking it could be based on the mesh…but yes will do it with the ARMeshManager, thanks! :slight_smile:

Hi @mtschoen - thanks for this tip; can you please clarify how Basic Occlusion would transpile to a VisionOS-friendly shader despite not being written in ShaderGraph?

We convert certain shaders to non-shader-graph equivalents. For example, we convert URP/Unlit to RealityKit’s UnlitMaterial and URP/Lit to PhysicallyBasedMaterial. We convert AR/Basic Occlusion to OcclusionMaterial.

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Not sure if this is the right place to ask this , but without an AROcclusionManager, other humans in the scene (pass through vid) could look terrible (like early ARkit)- is there any plan to figure out how to regain this functionality in VisionOS?