hz-unity-passthrough-camera-access
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.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.
- License
- Apache-2.0
Pinned to revision 4e8964e24a5a, so it is the text this page describes rather than whatever the author pushed since.
Files
- skills/hz-unity-passthrough-camera-access/SKILL.md
- skills/hz-unity-passthrough-camera-access/LICENSE
- skills/hz-unity-passthrough-camera-access/references/detection-bounding-boxes.md
- skills/hz-unity-passthrough-camera-access/references/principal-point-offset.md
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