XR Development with Meta Quest 3S has weird/broken scene mesh

I am currently creating a mixed reality game in Unity 6 URP with the Meta Quest/Oculus 3S and was beginning to work on the scene interaction but had some issues.

Currently my scene, which is supposed to be using passthrough to show me my outlined room, is showing me a weird staticky outline on all the objects instead (picture below - you can sort of make out my monitor in the image).

Anyone know what is causing this and/or how I can fix it?
Thanks in advance!

It kinda looks like leftover framebuffer stuff from not having a camera.

I haven’t played with the passthrough, but however you would normally indicate “hey this pixel is 100% transparent please pass through” probably still needs you to have a camera actually touch that pixel.

Perhaps add a fullscreen camera and set it to clear to Color.clear ? Totally guessing here…

When I disable the Scene Mesh component then passthrough works as normal. It’s only when it’s enabled that I have this problem. It may not seem like I need it, but this problem came up when I tried to get blast impact images on the wall after firing at it, but the images would all spawn in the same place and I assumed that it’s spawning it because the gun was fired, but has no clue where the wall is to place the image. Or something like that.

So I found the problem. It was the way I set of the scene, I had the mesh enabled (so I could see it) which basically blinded me and I couldn’t see anything. I just had to click on ‘Hide Mesh’ and turn on ‘Colliders’ to get what I wanted. Thanks for your help anyways!