Passthrough Troubleshooting
Updated: Nov 20, 2024
Note: To solve many troubleshooting issues, we recommend that you use the
Meta XR Project Setup Tool. Most issues can come from a badly configured project and can be easily fixed using the tool.
The following sections provide troubleshooting tips for a variety of common situations:
Passthrough does not show up
- Ensure that you have both Passthrough Enabled enabled and Anti-Aliasing method set to MSAA in your project’s settings. Refer to the Configure Unreal Project documentation.
- If you have configured your Passthrough Layer Shape as an underlay, the application (VR) may cover the Passthrough layer completely. Ensure that the alpha channel is greater than 0 in some framebuffer regions. Refer to the Compositing and Masking and
UOculusXRPassthroughLayerBase documentation.
UserDefined Passthrough Layer does not show up
- Ensure you’ve assigned it a Surface Geometry. Refer to the Projected Passthrough Tutorial documentation. If you wish to render Passthrough on the whole screen use a Reconstructed Passthrough Layer Shape instead.
- Ensure Allow CPUAccess is enabled on your mesh. Refer to the Projected Passthrough Tutorial documentation, steps 6 & 7 of Create a Solid Plane.
Passthrough is black or inverted over Link
Ensure that you have the Enable alpha channel support in post processing option set to Allow through tonemapper.
PokeAHole material doesn’t work over Link
- Ensure you’re using Vulkan preview mode.
- If you don’t wish to use Vulkan preview mode, make a new material with its blend mode set to AlphaHoldout. Note: This material will not work when rendered over opaque objects.