Before using Passthrough, you should update your device to the latest Meta Quest operating system. See Update your Meta Quest software to update your Meta Quest.
Configure Unreal Project
To get started with Passthrough, configure your Unreal Engine project:
On the menu, go to Edit > Project Settings > Meta XR, and change the following settings:
Under General, set XR API to Epic Native OpenXR (Recommended).
Under Mobile, set Passthrough Enabled to True.
Set up Passthrough using Persistent Passthrough (recommended):
This type of Passthrough applies to the full screen and remains active for the entire duration of the app. See Persistent Passthrough for more information.
Access the Passthrough Subsystem (UOculusXRPassthroughSubsystem) in any Blueprint by right-clicking in the Event Graph and searching for Get Oculus XR Passthrough Subsystem. From the subsystem node, call the Initialize Persistent Passthrough method.
You can then configure the passthrough layer from the Details tab when selecting the node.
Configure the passthrough layer. The following list describes the standard settings:
The Layer Placement setting controls where the passthrough layer appears relative to scene rendering. Depending on the Placement setting, Passthrough will be composited on top of the application (Overlay) or beneath the application (Underlay). The use of Overlay is deprecated and does not work over Meta Quest Link. Set this to Underlay.
The Texture Opacity Factor controls the opacity of the whole passthrough texture.
Passthrough is asynchronous by nature. Even though you can create a passthrough layer instantly, its content may not be ready for rendering for several frames. This leads to a brief black frame gap. You can avoid this by using the LayerResumed event, which is emitted once the layer is fully initialized and populated with the passthrough content.
Example usage:
The event is also available with Persistent Passthrough:
Enable based on system recommendation
You can show a VR or passthrough background in your app based on user choice. Meta Quest devices already provide users with this choice in the home environment, and your app can leverage the user’s home environment preference. We recommend that apps default to MR or VR based on user preferences. Query this preference using UOculusXRFunctionLibrary::IsPassthroughRecommended() from the OculusXRHMD module, either through C++ or Blueprints.
Design guidelines
Design guidelines are Meta’s human interface standards and design frameworks that help you create safe, user-oriented, and retainable immersive and passthrough user experiences.