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hz-unity-passthrough-camera-access【效率与协作】Meta Quest Passthrough Camera Access (PCA) for Unity — access the forward-facing RGB cameras on Quest 3 / Quest 3S to feed Computer Vision and Machine Learning pipelines. Use when capturing the passthrough camera image/texture, reading the camera pose and intrinsics, projecting camera pixels into world space via `PassthroughCameraAccess.ViewportPoint…
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PassthroughCameraAccess.ViewportPointToRay, wiring camera frames into ML/CV models, or reasoning about resolution, permissions, vendor tags, and the pinhole/principal-point model. For projecting the image onto a flat world-space surface (frustum-slice quad / image-plane overlay) see references/principal-point-offset.md; for placing 2D ML detections as world-space 3D bounding boxes see references/detection-bounding-boxes.md. Skip if the user only wants to cast the user's POV (use the Media Projection API instead) or is doing screen-space-only overlays.Building on top of the Android Camera2 API, Passthrough Camera Access provides access to the forward-facing RGB cameras on Quest 3 and Quest 3S for the purpose of supporting Computer Vision and Machine Learning. This API is distinct from the Media Projection API, which supports casting from the user's POV (including the UI) and should be used if your purpose is to represent what the user is seeing. Use the Passthrough Camera API to add application-specific computer-vision capabilities that extend the understanding of the user's environment and actions beyond what is provided by the Scene API.
This API provides an unobstructed view using the forward-facing RGB cameras and can be integrated with ML/CV pipelines. Common use cases:
android.permission.CAMERA or
horizonos.permission.HEADSET_CAMERA. CAMERA grants access to both the
passthrough and avatar cameras; HEADSET_CAMERA grants access only to the
passthrough camera.Camera Access on Meta VR devices is implemented on top of Android's Camera2 API within Horizon OS. Starting from Horizon OS v74, Camera2 and its Unity extension are available on Meta VR headsets (Horizon OS v83 added an Unreal extension). On Quest 3 and Quest 3S developers have access to the left and right cameras on the face of the HMD.
The Android Camera2 API provides:
metavr adb logcat --follow --tag Unity while the pipeline runs to confirm
frames flow, and check PCA API changes
with metavr docs search "passthrough camera access Unity" before
integrating — this surface moves fast.Detailed, task-specific guidance for projecting and placing PCA imagery in world space lives under references/:
ViewportPointToRay
produce a non-rectangular quad, a camera-aligned quad drifts off-center, or
2 * d * tan(fov / 2) gives the wrong size on a device whose camera principal
point is offset even though it worked on Quest 3.PassthroughCameraAccess + EnvironmentRaycastManager for object
localization.