We are using Passthrough in our Unreal Engine project with the Meta Quest 3. Since updating both the headset and Quest Link to the latest version, the camera passthrough image always appears in the foreground, covering all other scene content.
This issue does not occur when using a headset with firmware version v74 — in that case, the Passthrough Layer component works correctly and is rendered as an underlay as intended.
Current Project and Passthrough Settings:
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Project Settings > Rendering
Enable alpha channel support in post processing: “Allow through tonemapper”
Anti-Aliasing Method: “Multisample Anti-Aliasing (MSAA)”
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Plugins > MetaXR
Enabled:
Passthrough Enabled Anchor Support Anchor Sharing Scene Support
Meta Quest device support: All required devices added
Support Experimental Features: Enabled
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VR Pawn Class
OculusXRPassthroughLayer component added to Camera
Component settings:
Supports Depth: Enabled No Alpha Channel: Enabled Stereo Layer Shape: "Reconstructed Passthrough Layer" Layer Placement: Set to "Underlay"
Problem:
Despite the correct underlay configuration, the passthrough is rendered on top of all 3D content on the Meta Quest 3 with the latest update.