Good day! We have set up a unity project to create an AR passthrough for oculus quest 3. We select the stream from the zed x mini camera as the source. Open XR provider - all settings for oculus quest have been completed. There are no errors when starting the scene and building the project. But only the left camera is displayed in the editor scene, and we see the same thing in oculus quest 3 when launching the app. The image is fed to one eye from the left camera and AR passthrough, respectively, does not work. We have tried many options for project settings - the result remains the same. Please help me solve this problem. You don’t have to talk about the software versions right away - we tried it on different versions - it’s all the same. We have:
Windows 10, Unity 6 (latest release), zed sdk 5, zed-unity plugin 5, Open XR plugin, cuda 12.
When selecting the svo file as the video data source, the same thing happens.
Hi,
Only the left image is expected to be seen in the editor, not in the headset.
Is the right eye black or do you also see the left image?
Stereolabs Support
The right eye is black in the headset
Hi,
In the OpenXR settings, can you change the render mode from single pass to multipass? I remember it caused similar issues quite some time ago.
Stereolabs Support
Yes, we tried multipass mode, the problem remains the same.
Is it possible to consult with the developer of the zed-unity plugin?
Yes sure, I worked myself on the plugin
Stereolabs Support
Excellent Have you checked how the plug-in works with the quest 3 and open xr headsets? Where can I see the code that performs stereo rendering? Could there be a mistake in the code that causes a problem with feeding stereo to both eyes in the headset? Could this code, designed for older oculus rift headsets, cause problems when working with quest 3? If so, could you adapt the plug-in code for the new headsets and open xr? Can you tell me what corrections need to be made in the code?
We do not have a Quest3 headset at the office. It has only been tested with several HTC Vive headsets and the Quest and Quest 2 headsets.
Even though the issue may be coming from the plugin, I’d be surprised if he issue only happens with the Quest 3 specifically, but everything is possible.
Could you give me your OpenXR version? I’ll try to replicate the issue with your exact setup.
Stereolabs Support
I understand that the problem is still in the plugin, since we tried the unity template MR project without zed and it is displayed normally in the headset after assembly. Below is our developer’s comment:
"Dear ZED SDK Team,
We are developing a Mixed Reality application in Unity and have been following your official guide: Build Your First AR/MR App with Unity. Build your first AR/MR App with Unity - Stereolabs
Setup Details:
Unity Version: 6000.0.44f1
OpenXR Plugin: 1.14.2
ZED SDK: 5.0.0
We’re using the built-in renderer pipeline
Here’s a link to the google drive link to download our Unity project: SVO Test 2.zip - Google Drive
Issue: After following the setup instructions, we successfully achieved image rendering in the left eye with metadata and everything. However, the right eye only displays the camera’s solid color background, with no video feed. Basically stereo rig doesn’t work, it renders only the left eye, which is weird. We’ve made sure to use multipass and all the correct settings.
Additionally, in the Unity Editor, we encounter the following error:
transform.localPosition assign attempt for ‘Frame’ is not valid. Input localPosition is (Infinity, -Infinity, 0.0150000)
Troubleshooting Steps Taken:
- Tried a workaround with ZEDMixedRealityPlugin.cs apart from the basic instructions provided here since they don’t work for us: Build your first AR/MR App with Unity - Stereolabs
- Ensured all required references in ZEDMixedRealityPlugin.cs are properly assigned, including ZEDManager, eye cameras, screen quads, FinalCameraCenter, and QuadCenter.
- Modified the plugin to bypass the RenderTexture.IsCreated() check, replacing it with a null-check to accommodate stream-mode initialization delays.
- Confirmed that ZEDManager reports readiness, and RenderTextures for both eyes are present and assigned.
- Tested both SVO playback and live Stream modes; the issue persists in both scenarios.
- Observed that in SVO mode, the left eye displays the video feed correctly, while the right eye does not.
We would appreciate any guidance on:
Potential causes for the right eye failing to render.
The significance and resolution of the ‘Frame’ transform error mentioned above.
Thank you for your assistance!
Best regards, [Your Name / Team Name]
Stereolabs (Build your first AR/MR App with Unity - Stereolabs)
Build your first AR/MR App with Unity - Stereolabs
In this tutorial, you will learn how to create a simple mixed reality application."
Waiting for an answer. Please see my message above. Our project is stalled due to the fact that we do not yet understand whether your plugin works in principle with respect to the new oculus software.