This topic covers how to use Passthrough over Link.
Passthrough over Link is a feature that significantly decreases the iteration time when developing passthrough-enabled apps. It allows running such apps while using Link, eliminating the need to build the app on a PC and deploy it to a Meta Quest device.
Passthrough over Link allows you to:
Use a developer platform such as Unity or Unreal Engine to run a passthrough-enabled app by launching the app directly in the editor.
Quickly iterate during development when using the Passthrough API. (Passthrough and hand tracking are supported over Link.)
Note: Passthrough over Link is a developer-only feature aimed at increasing your development speed by previewing your passthrough-enabled apps while still in development. That being said, the visual appearance and performance characteristics of the experience are slightly different between running over Link and running on a Meta Quest device.
Prerequisites
This section outlines the prerequisites for using Passthrough over Link.
A Meta Quest 3, Meta Quest 3S, Meta Quest 2, or Meta Quest Pro device
A compatible USB-C cable to use for Link. For Color Passthrough, the USB connection should provide an effective bandwidth of at least 2 Gbps. You can measure the connection speed by using the USB speed tester built into the Meta Quest Link PC app: open Meta Quest Link in PC, go to Devices, select the connected device, click USB Test, and then click Test Connection. If the connection speed is low, try using a different cable and USB adapter.
Software
The essential software for using Passthrough over Link is:
Meta Quest build v37.0 or later
Meta Horizon Link PC app with version v37.0 or later, which you can download from the Meta Quest website
Important: You must enable the Developer Runtime Features and Passthrough over Meta Quest Link toggles in the Meta Horizon Link PC app by clicking Settings > Beta. The Passthrough over Meta Quest Link toggle appears only when you enable the previous toggle.
You must restart Unreal Engine after enabling the toggles.
Note: You must sign in to your developer account in the Meta Horizon Link PC app and in your Meta Quest headset.
In UE Project settings, enable alpha channel support in Post Processing by selecting Allow through tonemapper. To access this setting, go to Edit > Project Settings > Engine > Rendering > search for Postprocessing and locate the Alpha Channel and Tonemapper section.
Note: The Meta XR Plugin’s Project Setup Tool recommends using Vulkan preview for passthrough over Link. Note that PokeAHoleMaterial may not work correctly with OpenGL preview. As an alternative, you can use a material with AlphaHoldout blend mode, though this does not render over opaque objects.
In Play, select the VR Preview Mode.
Use your device to see passthrough in your passthrough-enabled app.
Data Privacy
The Passthrough over Link feature is available only to developers, and can be toggled on/off through the host PC using the Meta Horizon Link PC app. When toggled on, data captured from the head-mounted display’s cameras, including camera images of the physical environment, will be transmitted to and processed on the host PC. Passthrough over Link is off by default.
The first time you toggle on Passthrough over Link, the following consent modal appears.
You only need to give your consent once.
At no point during the execution of Passthrough over Link do the camera images sent to the host PC leave the host PC, except to be sent back to the headset to be displayed.
Meta Horizon Link and Screenshots
Be aware that due to the privacy constraints, screenshots you take of your Passthrough application while Link is active may not include background passthrough content but show a dark background. If you have issues with showing Passthrough content in your screenshots, disconnect the Link cable.