Cannot get the passthrough sample in visionOS 2.0-pre.9 to work

Hi all,

I’ve been attempting to run the Main sample app on Unity 6000.0.12f1. Here are the steps I’ve taken:

  • Install com.unity.xr.visionos 2.0.0-pre.9
  • Disable Rendergraph
  • Disable Quality → HDR in URP setting
  • Set App Mode to Metal
  • Set Metal Immersion Style to Mixed

After building the app and press the on Show Passthrough, I saw the black background with no passthrough. I’m I missing something? Thanks in advance!

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Hi,

That all seems correct. Some things to maybe try:

  • try using InputSystemUI scene instead of main - the scene is a little bit simpler and it’s easier to figure out what may be going wrong.
  • try setting the MainCamera's Background from Skybox to SolidColor with alpha 0 from the start.

Additionally, what visionOS version are you attempting this with?

Besides that, all that you’ve done/listed seems correct. If things still aren’t working after trying the above, please submit a bug report and a repro project, and we can try and repro on our side.

Thank you!

1 Like

Hello,
I am facing the same problems during build a passthrough app.It didn’t work when I just set the main camera background as black and its alpha was set to 0 from the start, the screen in vision pro was still the solid color I choose in unity editor,(If I set the back ground color to red, the screen will show red, the alpha doesn’t work)
HDR is disable. I have noticed some same questions in apple forum, if there some
are some signing certificates need to be set in apple developer account?

Such as(com.apple.developer.screen-capture.include-passthrough)

Here is the forum:VisionOS 2 - Passthrough in screen… | Apple Developer Forums

@vcheung-unity
HI, I’m facing similar problem.
UI on AppleVisionPro does not work on both main and InputSystem UI scene.

I tested with
PolySpatial2.0-pre11
Xcode16.0beta6
VisionOS2.0beta6
Unity6000.0.12f1

I’ve submitted the bug report whose number is “IN-82950”.
Could you check it.

Thank you.

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I’m sure there are others who are having trouble enabling passthrough in “Metal Rendering with Compositor Services” even after following the above settings.
I’m one of them, and after following the above settings and additionally checking the Alpha Processing checkbox under Post-Processing in the Mobile_RPAsset (Universal Render Pipeline Asset) file, passthrough was enabled.