Setting Up Meta XR Passthrough For AR in Unreal Engine

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  • เผยแพร่เมื่อ 25 ต.ค. 2024

ความคิดเห็น • 85

  • @GDXR
    @GDXR  11 หลายเดือนก่อน +10

    I was wrong when recording this, You DO NOT need Oculus Source For scene/Room setup on the Meta Quest 3 In UE5.3 just the Meta XR Plugin needs to be installed.

    • @atreyu-9132
      @atreyu-9132 11 หลายเดือนก่อน

      the same @@5万回視聴回数

    • @qingyiwei1753
      @qingyiwei1753 8 หลายเดือนก่อน +2

      In vr preview , i only could see the passthrough,no any mesh actor

  • @jyashi1
    @jyashi1 10 หลายเดือนก่อน +15

    I still cant see the passthrough. On VR template i can only see a black screen and floor after taking off walls
    Also does anyone know why after enabling Meta XR plugin the VR preview stops going in VR mode when using from Oculus Link desktop mode?

    • @RonnyBTokin
      @RonnyBTokin 8 หลายเดือนก่อน

      project settings > meta xr > launch meta XR project setup tool
      then clear up the errors

    • @TheTgolProductions
      @TheTgolProductions 5 หลายเดือนก่อน +1

      He forgot to mention this in the tutorial but its because you need to disable the openxr plugin to use the metaxr plugin. I had the same issue

    • @cenavirtual
      @cenavirtual 5 หลายเดือนก่อน

      @@TheTgolProductions but when disable open XR the unreal project not open more. What i can do ?

    • @TheTgolProductions
      @TheTgolProductions 4 หลายเดือนก่อน

      @@cenavirtual i didn't run into that issue, I would try making another project from scratch and trying again

  • @Khudiakov
    @Khudiakov 5 หลายเดือนก่อน +2

    I would only add that you need to disable OpenXR when MetaXR is on. That was very surprising to find it out

  • @BoopDood
    @BoopDood 7 หลายเดือนก่อน +3

    Great video, big pain that Meta broke OpenXR compatibility till UE 5.4 releases

  • @Casual_Capybara
    @Casual_Capybara 11 หลายเดือนก่อน +4

    Really looking forward to the next tutorials on this!
    Quick question, at 4:08 when you're adding the Oculus Passthrough Layer, at the top you can see Oculus XR Room Manager Layout and Oculus XR Scene Global Mesh components.
    I have been trying to get these two to work, but I can't figure it out.. there's literally no documentation/tutorials online for these two components and I imagine it's what I'm suppose to be using to try to make a roomscale MR/VR game.
    Any insights on how to get these components to work on Quest 3?
    Keep up the good work, you're a legend for the UE VR/MR community!

  • @esphyxia
    @esphyxia 5 หลายเดือนก่อน +2

    THIS IS WHAT IVE BEEN LOOKING FOR. THANK YOU!

    • @GDXR
      @GDXR  5 หลายเดือนก่อน

      I have a 13 part tutorial series on my patreon walking you through almost the whole proccess for setting up a mixed reality game.

  • @calvinwayne3017
    @calvinwayne3017 8 หลายเดือนก่อน +7

    i only got it to work by disabling OpenXR plugins (dismiss the error missing after restart dont enable) if that helps anyone, but idk what that broke disabling it, before everything was black

    • @alexjamesbilodeau
      @alexjamesbilodeau 6 หลายเดือนก่อน

      This is still a requirement. Bumping.

    • @yunaseo7805
      @yunaseo7805 2 หลายเดือนก่อน

      thank you!!

  • @thiagogold6896
    @thiagogold6896 5 หลายเดือนก่อน +3

    IF YOUR VR PREVIEW STOPS WORKING ONCE YOU ENABLE METAXR. He forgot to mention this in the tutorial but you need to disable the openXR plugin if you want the metaXR to work.

    • @somecheesychips0529
      @somecheesychips0529 5 หลายเดือนก่อน

      Thank you so much! I was beginning to think that I was the only person in the world with this problem

    • @PeterFendel
      @PeterFendel 14 วันที่ผ่านมา

      If I deactivate XR above, I also deactivate METAXR !!

  • @V4C38
    @V4C38 9 หลายเดือนก่อน +1

    Thanks for this explanation - got it to work! :)

  • @Khudiakov
    @Khudiakov 5 หลายเดือนก่อน

    Thank you so much! Great content. Helped me a lot!

  • @digimikeh
    @digimikeh 3 วันที่ผ่านมา

    5:13 if someone is having troubles when entering VR Mode and in your Meta you only see a window game, you need to disable OpenXR and its derivated, only enable MetaXR and dismiss the unreal's popup message that makes you enable OpenXR plugins..

  • @DanSmith-cz4oy
    @DanSmith-cz4oy 3 หลายเดือนก่อน

    Thanks for the tutorial mate! Do we want this running along side OpenXR plugins? Or should we turn those off to avoid conflicts?

  • @catlikerobot
    @catlikerobot 21 วันที่ผ่านมา +1

    Hi gdxr! In version 5.4.4, the 'OculusXRPassthroughLayer' component that I was using in VRPawn has disappeared, so I can't implement passthrough anymore. Could you please advise me on how to achieve passthrough in 5.4.4?

    • @catlikerobot
      @catlikerobot 21 วันที่ผ่านมา +1

      I had simply turned off the MetaXR plugin! When I turned it back on, I was able to display the OculusXRPassthroughLayer.

  • @saemranian
    @saemranian 6 หลายเดือนก่อน

    Thank you so much!
    It was so useful.

  • @libortelupil7647
    @libortelupil7647 11 หลายเดือนก่อน +1

    Hi, I have a little problem with that - the passthrough is visible only for like 1 second, then it gets black and stays black. Any idea why? I can still see 3D objects that are in the scene, only the passthrough background is black. The trick with putting the headset on after the window appears does not help. Thanks.

    • @GDXR
      @GDXR  11 หลายเดือนก่อน

      In Oculus Desktop, go to Beta and enable Public Test Channel. it might restart, wait a moment and it should say there is an update avalible. try that and then restart unreal. Also check that you XRPassthrough component is a child of the camera although it's not full required. Right now it seams like Oculus Desktop and Unreal Engine dont like each other.

  • @PAVANSAIEEDARADA
    @PAVANSAIEEDARADA หลายเดือนก่อน

    we have to disable the OpenXR plugins to work with it

  • @ozymandias3735
    @ozymandias3735 หลายเดือนก่อน

    It works perfectly in UE 5.3, but when I try it in 5.4 it doesn't work. You can only see the external camera, any solution?

  • @張柏皓
    @張柏皓 5 หลายเดือนก่อน

    With the "MetaXR" enabled, and done all steps in the video, I encountered 2 situations.
    1. Disable "OpenXR": there is nothing especially the passthrough showing up.
    2. Enable "OpenXR" & Set the "XR API" to the not recommended one: passthrough doesn't show up, but actors do.
    Help... how can I see both of em... btw my version is 5.3.1.

  • @mtc
    @mtc 5 หลายเดือนก่อน

    followed everything, but doesn't seem to work on 5.2 :(

  • @KRX01
    @KRX01 8 หลายเดือนก่อน

    in Vulkan mobile preview my pass tru is inverted. All the 3d objets are passing trough, and the other space is dark. Any tips?

  • @deckchair76
    @deckchair76 9 หลายเดือนก่อน +1

    Great tutorial, thanks for sharing. One question, regarding passthrough. I can start the VR preview and see passthrough, but all I see is passthrough! I was expecting to see the objects that I can see on screen, is this correct? I can see when I move my head and look at the VR preview that I am looking around in the environment so it is working to some degree.

    • @deckchair76
      @deckchair76 9 หลายเดือนก่อน

      Further to this I found a post on atmeta that pointed me to In Project Settings > Rendering > Postprocessing change Enable Alpha Channel support to "Allow Through Tonemapper." Whilst this didn't work initially, when I turned off the Quest 2/Quest Pro settings in Project Settings > MetaXR then it seemed to work! A slight aside, it's frustrating that in the SteamVR itself, you cannot record video and even a photo snapshot doesn't capture the working passthrough!

    • @qingyiwei1753
      @qingyiwei1753 8 หลายเดือนก่อน +1

      @@deckchair76 Passthrough is all i see ,too. Turned off the Quest 2/Quest Pro settings in Project Settings > MetaXR seemed to work?

  • @ChrixB
    @ChrixB 11 หลายเดือนก่อน

    Thanks for showing that config, I would love to see how you build assets that inbteract with the surounding, any cues on that or documenations to go throught about it ?

  • @DanielSmith-rt1wz
    @DanielSmith-rt1wz 3 หลายเดือนก่อน

    Hey Mate, im having an odd issue where the passsthough works, the on screen viewport shows everything working as expected but in the headset everything is static. Did you experience anything like that? Its like the headset captures the first frame of the scene and maps it to the headset, but its completely static.

  • @maximkrioukov4597
    @maximkrioukov4597 2 หลายเดือนก่อน

    For MAC users. Meta XR ist not working with UE5.4 yet. Use the integrated VR Add-on instead. Otherwise your app would crash immediately after starting on oculus quest.

    • @GDXR
      @GDXR  2 หลายเดือนก่อน

      Hey, unfortunatly Meta is not supported on a MAC. It requires windows to show up.

  • @yimingli9419
    @yimingli9419 9 หลายเดือนก่อน +1

    Hi, I tried to package it to Android and let it run on Quest 3, but the sky is still black. My question is - does it work in a standalone headset?

    • @GDXR
      @GDXR  9 หลายเดือนก่อน

      it does work in a standalone headset. It's how ive been running/testing mine.

    • @captainspudd
      @captainspudd 6 หลายเดือนก่อน +1

      @yimingli9419 Did you manage to make it work in standalone? Mine works in PC preview, but weirdly I still get black sky in standalone.

  • @actionman228
    @actionman228 17 วันที่ผ่านมา

    there isnt anymore this option to set up pass-through option through link anymore in the dev hub. where can i find it

    • @actionman228
      @actionman228 17 วันที่ผ่านมา +1

      okay its not oculus dev hub it oculus link app

  • @jklappenbach
    @jklappenbach 23 วันที่ผ่านมา

    Is it possible to toggle pass through on the fly? I'd like to create an experience where they have pass through on while they get situated, then turn it off to start the game.

    • @GDXR
      @GDXR  14 วันที่ผ่านมา

      Hey, really sorry for the later reply but yeah. You can toggle passthrough by using some blueprints to add the passthrough component to the project at runtime. It would probably be best to make them load a new level which is designed for passthrough but yeah it's possible.

  • @XVel
    @XVel 10 หลายเดือนก่อน

    for some reason my vr preview launcher in unreal does not send to my quest 3? i can package and launch it though.

    • @Aero3D
      @Aero3D 8 หลายเดือนก่อน

      Disable OpenXR plugin but leave MetaXR plugin on

  • @generico
    @generico 6 หลายเดือนก่อน

    thx for the tutorial, i got a really slow performance on the Passthrough. This is normal or it's something that I'm doing wrong

    • @GDXR
      @GDXR  6 หลายเดือนก่อน

      passthorugh is a heavy proccess as your device is rendering the passthrough layer on the screen at runtime and compositing it to the View port. That said it should still run pretty fast but it also depends on the amount of content and how it's coded.

  • @JunwithoutE
    @JunwithoutE 10 หลายเดือนก่อน +1

    Thanks for the easy-to-follow tutorial..! I have a few questions.
    1. When I press Play in VR, passthrough works, but it laggs like crazy. Is it normal?
    2. When I package it into APK file, and install on Quest3, passthrough does not work.. Any idea why this is happening?

    • @GDXR
      @GDXR  10 หลายเดือนก่อน +1

      I think its normal when using Play in editor if you wait a couple seconds the link kicks in and everything becomes smoother. I think it has something to do with passing the feee through oculus desktop to unreal. I typicall just build the app as an APK and test it out there.
      Make sure to accept any permissions which apear and possibly check your headsets settings to enable passthrough mode. I think Q3 does it automatically but Q2 may not. im not sure.
      If these dont help, drop by the discord and we can see what we can sort out.

    • @JunwithoutE
      @JunwithoutE 10 หลายเดือนก่อน

      @@GDXR Thanks for the reply!

    • @SystemUnderSiege
      @SystemUnderSiege 10 หลายเดือนก่อน

      Did you ever sort number 2? I can see passthrough when doing VR Preview through PC but when I run the app on my quest after installing it, passthrough doesn't work

    • @JunwithoutE
      @JunwithoutE 10 หลายเดือนก่อน

      @@SystemUnderSiege I think I had to turn off other vr plugin or something. Also make sure you have the passthought support on the meta xr plugin and stuff.

    • @SystemUnderSiege
      @SystemUnderSiege 10 หลายเดือนก่อน

      @@JunwithoutE Hmm.. I Definitely have pass through enabled, it works on PC, it's set right.. I don't see any other VR plugins to disable. :/

  • @V0L4T1L3
    @V0L4T1L3 11 หลายเดือนก่อน

    I followed the tutorial exactly but I still see black (no passthrough), any advice?
    Quest 3, 4090, UE5.3.1
    Tried disabling OpenXR
    Double Checked settings
    Copied project to another machine...
    No dice

    • @GDXR
      @GDXR  11 หลายเดือนก่อน +1

      In Oculus Desktop, go to Beta and enable Public Test Channel. it might restart, wait a moment and it should say there is an update avalible. try that and then restart unreal. Also check that you XRPassthrough component is a child of the camera although it's not full required.

  • @Fabio-g1g
    @Fabio-g1g 8 หลายเดือนก่อน

    Do you think its possible to use Passthrough on the Quest 3 for PCVR smoothly? Because when I use it in the editor or even in a build for windows its just a laggy mess with my quest 3. I also waited a bit but it just doesnt seem to get better. As long as your in a standalone VR apk build its fine but not in exe for some reason. Maybe its because its trying to restream the passthrough to pc?

    • @GDXR
      @GDXR  8 หลายเดือนก่อน +1

      No, the passthrough on pc is really broken right now and we are hoping for it to be fixed with 5.4 and the next MetaXR Plugin update. But mixed reality isn't supported on PC anyway and is only available with an oculus developer account. Any and all AR apps built right now should be standalone. As it's the only way to access scene data positions.

  • @CharlesNadenLamb
    @CharlesNadenLamb 2 หลายเดือนก่อน

    Hi , I have been trying to set this up following the steps but when I run the vr preview there is crazy lag with the passthrough and often just crashes. PC specs are ryzen97950x RTX 6000 and 128GB Ram so im sure it cant be that. Any help would be appreciated as Im just not sure whats causing it.

    • @GDXR
      @GDXR  2 หลายเดือนก่อน

      Is there any chance you have steam vr running and meta link. also do you ahve them set to openXR (Also passthrough) should only be used for mobile aps and tested on an APK to get past the streaming to the pc issue the camera feed has.

  • @TIHiHubMixedRealityLab
    @TIHiHubMixedRealityLab 7 หลายเดือนก่อน

    can you please tell is it possible to have dynamic shadows in vr using unreal engine because we can do it by unity

    • @GDXR
      @GDXR  7 หลายเดือนก่อน

      Check this out it might help. forums.unrealengine.com/t/tip-how-to-enable-dynamic-shadows-correct-reflection-maps-on-mobile/30528/3

  • @stanislavgulamov5796
    @stanislavgulamov5796 9 หลายเดือนก่อน

    Please explaine for a lame man. why when I hit button VR preview, my carracter just laing on the floor and nothing happen inside vr headset. I mean there is just a meta home page. 🤤

  • @diegohamuq
    @diegohamuq 11 หลายเดือนก่อน

    Great video... a friend of mine followed it and make it work with the QuestPro but only disabling OpenXR (he says that it works perfectly).. IN my case with a Quest3 even after doing the Public Text channel update, when I launch the project, and put the headset on, I don´t get any singal to the headset, I see the Oculus VR home screen, it´s like if the Unreal project is not running. If I change in the MetaXR API to the not recommended option, it works, but there is no passtrough. Then I did as my friend and disabled the OpenXR plugins and after launching the app and putting my hmd on, I see ONLY pure very lagged passthrough and in the unreal preview windows in my monitor I can see that it shows the 3D scene without passthrough... hehehehe very weird !!..

    • @diegohamuq
      @diegohamuq 10 หลายเดือนก่อน

      I reinstalled Unreal Engine 5.3.2 and at last it worked... but the video is very laggy ( I imagine because of the back and forth between the HMD the PC and back to the HMD)

    • @moltycat7475
      @moltycat7475 8 หลายเดือนก่อน

      Same(

    • @diegohamuq
      @diegohamuq 8 หลายเดือนก่อน

      @@moltycat7475 Now it works better, with cable, check that is good and a fast cable too.

  • @nm_675
    @nm_675 5 หลายเดือนก่อน

    How do you deal with distortion, etc?

    • @GDXR
      @GDXR  5 หลายเดือนก่อน

      You dont. We cant modify the camera out put at all. So to put it simply. We just have to deal with it.

  • @ThatTechGuy123
    @ThatTechGuy123 11 หลายเดือนก่อน

    the video is unlisted but the playlist is on your channel

    • @GDXR
      @GDXR  11 หลายเดือนก่อน +1

      ahh good to know, thank you.

  • @Cristian-twd
    @Cristian-twd 8 หลายเดือนก่อน

    It doesn't work for 5.2 right?

    • @GDXR
      @GDXR  7 หลายเดือนก่อน

      Should do. It's the same process.

  • @kokashking
    @kokashking 7 หลายเดือนก่อน

    Thx for the Video. Do u know if anybody tries to create an XR PC Streaming App, by utilizing some video stream codec with alpha channel?

  • @ibrahemabdelaty-r6v
    @ibrahemabdelaty-r6v 8 หลายเดือนก่อน

    i made aall things put it giving me the desktop view not vr

  • @5万回視聴回数
    @5万回視聴回数 11 หลายเดือนก่อน

    Like many of my siblings, the VR preview is pitch black and you can only see the outline of the actor. By the way, where do you store the unzipped Meta XR Simulator files? Could this be related to this problem?

    • @GDXR
      @GDXR  11 หลายเดือนก่อน +1

      simulator is unlikely to be part of the problem, make sure you have OpenXr plugins disabled and then try again. Also make sure the xr passthrough component is a child of the camera.

    • @5万回視聴回数
      @5万回視聴回数 10 หลายเดือนก่อน

      @@GDXR It has been successfully improved! thank you.