Passthrough basic tutorial
Updated: Dec 9, 2025
This is a basic tutorial that lets you quickly test a passthrough
implementation. We highly recommend completing this tutorial to get started with
integrating passthrough in your project. You can also use this completed
tutorial as a starter project for the other passthrough tutorials that follow.
Before you begin this tutorial, it is important to make sure the following
checklist is complete:
Hardware requirements
- Development machine running one of the following:
Windows 10+ (64-bit)
macOS Sierra 10.10+ (x86 or ARM)
Supported Meta Quest headsets:
- Quest 3S and 3S Xbox Edition
Software requirements
- Unity version
6.1 or later is
recommended.
Account requirements
If prompted to enable the Meta XR feature set, select Enable. If you
don’t see the prompt, you can enable the feature set by navigating to Edit >
Project Settings. Select XR Plug-in Management and make sure the Meta
XR Feature group is checked in both the standalone and Meta group tabs.
- On the menu, go to File > Build Profiles.
- Under Platforms, select Android.
- Click Switch Platform.
3. Install Unity OpenXR Plugin
All new projects should install the Unity OpenXR Plugin to get the benefit of
all of the latest features and optimizations.
To install the OpenXR provider plugin:
- Open any 3D project in the Unity Editor
2022.3.15f1 or later
(6.1 or later
recommended)
- From the top menu of the Unity Editor, navigate to Edit > Project
Settings to open the Project Settings window.
- Select XR Plug-in Management in the Project Settings window.
- If XR Plugin Management is not installed, select Install XR Plugin
Management.
- In the Windows, Mac, Linux settings tab, select OpenXR.
- In the Android, Meta Quest settings tab, select OpenXR.
- Close the Project Settings window.
- From the top menu of the Unity Editor, navigate to Window > Package
Management > Package Manager to open the Unity Package Manager window.
- On the left-hand navigation menu, make sure In Project is highlighted. Underneath Search in Project, expand the Packages - Unity dropdown.
- In the list of packages in the left menu, verify that there is a check mark
beside the Unity OpenXR Plugin, indicating that the package is installed.
- Connect the headset to the computer using a USB-C cable and put on the Meta
Quest headset.
- Turn on the headset, go to Settings > Advanced > Developer to
turn on Enable developer settings and MTP Notification.
- Click Allow when prompted to allow access to data.
- To verify the connection, open the Unity project, and then on the menu, go to
File > Build Profiles.
- Select Android or Meta Quest from the left navigation menu and select
your Meta Quest headset from the Run Device list. If you don’t see the
headset in the list, click Refresh.
- On the Hierarchy tab, right-click Main Camera, and click Delete.
- On the Project tab, search for OVRCameraRig. You will need to filter
your search by All or In Packages for OVRCameraRig to appear in
the search results.
- Drag and drop the OVRCameraRig prefab into the scene. You can also drag
and drop it in the Hierarchy tab.
- On the menu, go to GameObject > 3D Object > Sphere.
- Select the 3D object and then on the Inspector tab, set the position (X, Y,
Z) to (1, 1, 1) and scale (X, Y, Z) to (0.5, 0.5, 0.5).
- On the Project tab, select the Assets folder so that it’s highlighted.
- On the menu, go to Assets > Create > Material and rename the
material to ball-color.
- On the Inspector tab, under Surface Inputs, click the Base Map
color field to open a color picker and change to a color of your choice.
- Drag and drop the material on the sphere.
On the Hierarchy tab, select OVRCameraRig, and then on the
Inspector tab, do the following:
a. Under OVRManager > Tracking, set the Tracking Origin Type to
Stage.
b. Under OVRManager > Quest Features > General, from the
Passthrough Support list, select Supported.
c. Under Insight Passthrough & Guardian Boundary, check Enable
Passthrough.
- Create a new empty GameObject in the scene and navigate to its inspector tab.
Click Add Component, and then in Scripts, select OVR Passthrough
Layer.
- On the menu, go to Window > Rendering > Lighting, and then on the
Environment tab, in the Skybox Material, select None. You can
also quickly set the skybox material to none by typing None in the search
box.
On the Hierarchy tab, expand OVRCameraRig > TrackingSpace >
CenterEyeAnchor, and then on the Inspector tab, do the following:
a. Expand the Environment section and ensure that Background Type is
switched to Solid Color.
b. Change the Background color to black and the alpha value to 0. You can
also set the (R,G,B,A) values to (0, 0, 0, 0).
- Save the project.
- On the menu, go to File > Build Profiles. Under Android or Meta
Quest, make sure your scene is included in the scene list. If not, select
Scene List from the left navigation menu and click Add Open Scenes.
- Make sure that Run Device is set to the Meta Quest headset that is
connected via USB cable.
- Click Build and Run.
- Save the .APK file.
Put on the headset to test the passthrough. You should see the ball placed in
front of your physical room.