From meta-vr
Accesses forward-facing RGB cameras on Quest 3/3S to feed computer vision and ML pipelines. Use for capturing passthrough camera images, reading camera pose/intrinsics, projecting pixels into world space, or wiring frames into ML/CV models.
How this skill is triggered — by the user, by Claude, or both
Slash command
/meta-vr:hz-unity-passthrough-camera-accessThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Building on top of the [Android Camera2 API](https://developer.android.com/media/camera/camera2),
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 Quest 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 Quest 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 Quest 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:
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 Phoenix/Stanley but worked on
Quest 3.PassthroughCameraAccess + EnvironmentRaycastManager for object
localization.npx claudepluginhub meta-quest/agentic-tools --plugin meta-vrConfigures Meta XR Core SDK for Unity VR/MR projects on Quest headsets. Covers OVRCameraRig, OVRManager, passthrough, hand tracking, spatial anchors, and Android manifest generation.
Unity 6 XR development guide. Use when building VR, AR, or MR experiences. Covers XR Interaction Toolkit, XR Plug-in Management, OpenXR, hand tracking, controllers, haptics, AR Foundation (plane detection, anchors, image tracking), and platform-specific setup (Meta Quest, Apple Vision Pro). Based on Unity 6.3 LTS documentation.
Sets up OpenXR for VR/AR/XR apps in Godot 4.3+ with XROrigin3D, controllers, hand tracking, passthrough, and Meta Quest deployment.