Most of the resources I have found seem to be outdated.
I’ve enabled all relevant features and have no validation errors.
On my main camera I have these scripts. AR Camera Manager implies that it being enabled should also enable passthrough. My camera has a solid color background, with 0 alpha.
Thank you! Been running around various project settings for about a couple of hours here trying to find this! It happened when I changed my Project Settings > Quality for Android to anything but Low. Low uses the Standalone Performant Preset. Med and High use Standalone Balanced Preset. Several differences between them, including enabling HDR in the Balanced preset. I’m assuming that the HDR setting is what broke it when I made that change. For now, I’ll just leave the Low for Quality setting in Android.
EDIT: The details about HDR, Vulkan, and all of proper settings needed for a new project in Unity using OpenXR and the Meta headsets are here: Project settings | Unity OpenXR Meta | 2.0.1 You’ll see they clearly indicate that HDR should be disabled
does NOT work with Passthrough via Play Button in Unity. Doesn’t support passthrough over Meta Quest Link. You stating it does work is missing this very important point. I’m looking for a solution where I can enable passthrough over Link and iterate on the development.
Same here. I’d like to be able to use Passthrough over Meta Quest Link. It is certainly technologically possible; Meta Quest Link does support Passthrough. But it seems like Unity does not provide support with it “out of the box” with the typical OpenXR rig setup. There might be ways to do it by using OVR. But I’d rather stick to a cross-platform compatible setup. Curious if anyone else finds a solution!