Passthrough
Updated: Apr 6, 2026
Passthrough lets your app blend virtual content with the user’s physical environment. Using the headset’s external cameras, Meta Quest captures and displays the real world in full color, allowing you to place digital objects on real surfaces, create portals between virtual and physical spaces, and build apps that are aware of the room around the user.
The headset’s stereo cameras capture the physical environment and display it inside the headset in real time. Your app renders virtual content on top of this feed, creating the illusion that digital objects exist in the real world. On Quest 3 and Quest 3S, passthrough is full color with depth estimation, enabling realistic occlusion where physical objects can appear in front of virtual ones.
- Full-color passthrough — High-fidelity view of the physical environment on Quest 3 and Quest 3S
- Environment depth — Depth estimation from stereo cameras enables virtual objects to be occluded by real-world surfaces
- Passthrough windows — Cut holes in your virtual environment to reveal the physical world underneath
- Passthrough as background — Replace the virtual skybox with the real world for full mixed reality
- Color mapping and styling — Apply visual effects to the passthrough feed (edge highlighting, color adjustments, stylized rendering)
- Loading screens — Show passthrough during app loading for seamless transitions
- Multiple resolutions — Choose from several supported resolutions including 1280x960, 1280x1080, 1280x1280, and 1024x1024
Passthrough is the foundation of mixed reality on Meta Quest. Consider it when:
- Your app benefits from physical context — Fitness apps that need floor space, productivity apps anchored to a desk, or games that use the room layout
- You want seamless transitions — Moving between fully immersive VR and the real world without removing the headset
- Safety matters — Letting users see their physical surroundings while interacting with virtual content
- You’re building a 2D panel app — Passthrough is the default background for 2D Android apps running on Horizon OS
Boundary and guardian system
The Horizon OS boundary system works closely with passthrough to keep users safe:
- Stationary boundary — A small boundary for seated or standing experiences
- Roomscale boundary — A user-defined play area traced during setup
- Passthrough activation — When users approach the boundary edge, the system can automatically show passthrough so they see real-world obstacles
- Boundary API — Your app can query the boundary dimensions to adapt gameplay or UI layout to the available space
Camera permissions and privacy
Passthrough camera access has privacy implications that developers should understand:
- Default passthrough — Standard passthrough rendering does not require special permissions, as your app never receives raw camera data. The OS composites the passthrough feed behind your rendered content.
- Camera access API — If your app needs access to raw camera frames (for computer vision, QR scanning, or custom processing), you must request the appropriate permissions and follow Meta’s camera access policies.
- User expectations — Users expect passthrough to be a view-only feature. If your app processes camera data beyond standard passthrough, communicate this clearly.
Mixed reality introduces design challenges that don’t exist in fully immersive VR:
- Lighting consistency — Virtual objects look more believable when their lighting matches the real environment. Consider ambient light estimation.
- Occlusion — Use environment depth to let real objects occlude virtual ones. Without occlusion, virtual content appears to float in front of everything.
- Visual contrast — Ensure virtual UI elements are readable against varying real-world backgrounds. Dark text on a transparent panel may be invisible against a dark wall.
- Comfort — Passthrough latency and visual quality vary. Avoid requiring users to read fine text through passthrough or make precise real-world movements based on the passthrough view.
- Casting limitation — Casting is not available when the spatial camera mode is active. If your app relies on casting for spectator features, account for this constraint.
- Environment blend modes — Choose between alpha blend (standard compositing) and additive blend (virtual content adds light to the passthrough feed) based on your visual style. Alpha blend works best for opaque virtual objects; additive blend creates a holographic effect.
Build path implementation guides
Each build path provides its own SDK and API for implementing passthrough:
For best practices on designing mixed reality experiences: