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Cannot use Passthrough Underlay with URP (Focus 3)


curvaturegames

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I tried following the instructions here https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/passthrough/ (and related pages) but LayerType.Underlay doesn't work for me (only shows black).

Using Unity 2021.3.2f1 I created two new projects (one Standard, one URP) and imported VIVE OpenXR Plugin - AndroidVIVE OpenXR ToolKit - Android and VIVE OpenXR ToolKit Samples- Android. Then made a build of the sample scene PassthroughSample_Projection from the ToolKit Samples package. It works fine with Standard but the Underlay option still only shows black in URP.

Is there something I am missing?

 

image.png.9c7bdffc1cee4321d1b11b108a981088.pngimage.png.d47a370b334da5987037454c370c70c3.png

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On 5/23/2023 at 10:02 PM, FracEdd said:

We have passthrough working with URP both in our app and in the Toolkit sample. 

Unity 2022.3.22 

URP 12.1.10


Hello,
I have the same problem than @curvaturegames
Initialy, my project was in Unity 2021.3.24 and URP 12.1.11
I tried to upgrade to Unity 2022.3.3 (as 2022.3.22 doesnt exist in archives, BTW, on this version, minimal URP version is 14.0.8, so i think you are talking about 2021)

But i cant get passthrough underlay working.even in the Toolkit sample (overlay works on both version) 
Are you working on focus 3 ? 

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I have the same problem when building the provided sample scene PassthroughSample_Planar, and disabling HDR did not help. The background is still just black after building the APK and installing it to the Focus 3.

I'm using Unity 2020.3.44f1 with OpenXR plugin version 1.6.0, and the Vive OpenXR packages are version 1.0.5.

The error messages in the logs are as follows:

07-11 20:14:39.160 15497 15519 E Unity   : Wave.OpenXR.ViveCompositionLayerPassthrough Xr Session not found
07-11 20:14:39.160 15497 15519 E Unity   : Wave.OpenXR.CompositionLayer.Passthrough.ViveCompositionLayerPassthrough:HTCPassthrough_CreatePassthrough(LayerType, PassthroughLayerForm, OnPassthroughSessionDestroyDelegate, UInt32)
07-11 20:14:39.160 15497 15519 E Unity   : Wave.OpenXR.Toolkit.CompositionLayer.Passthrough.CompositionLayerPassthroughAPI:CreatePlanarPassthrough(LayerType, OnPassthroughSessionDestroyDelegate, Single, UInt32)
07-11 20:14:39.160 15497 15519 E Unity   : CreatePlanarPassthrough:Update()
07-11 20:14:39.160 15497 15519 E Unity   :
07-11 20:14:39.160 15497 15519 E Unity   : CompositionLayerPassthroughAPI Failed to create projected pasthrough
07-11 20:14:39.160 15497 15519 E Unity   : Wave.OpenXR.Toolkit.CompositionLayer.Passthrough.CompositionLayerPassthroughAPI:CreatePlanarPassthrough(LayerType, OnPassthroughSessionDestroyDelegate, Single, UInt32)
07-11 20:14:39.160 15497 15519 E Unity   : CreatePlanarPassthrough:Update()

 

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  • 5 months later...

I have the same problem, that my passthrough samples stay black on HTC Vive XR Elite, after building and deploying. I have all the settings right and went through the tutorials multiple times, to make sure I didn't forget something. HDR is disabled and I switched the RenderPipeline Asset to Performant. Any help would be appreciated!

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14 minutes ago, maXR said:

I have the same problem, that my passthrough samples stay black on HTC Vive XR Elite, after building and deploying. I have all the settings right and went through the tutorials multiple times, to make sure I didn't forget something. HDR is disabled and I switched the RenderPipeline Asset to Performant. Any help would be appreciated!

Found the error already. As I was tinkering around, I forgot to change the XR Plugin Settings to OpenXR for Standalone AND Android. After unchecking WaveXR and checking OpenXR the samples worked like a charm 🙂

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