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- .. _doc_passthrough:
- Passthrough
- ===========
- .. note::
- Only available in versions **1.1.1 and later** of the OpenXR plugin.
- Passthrough is a new feature introduced on the Meta Quest and added to the OpenXR spec as a Meta extension.
- It is likely this implementation will be implemented by other vendors where the hardware supports a passthrough mode
- and promoted to core at some point.
- Keep in mind that this feature is not guaranteed to be available.
- Passthrough allows for the camera input on the headset to be used within the headset so the user can see the real world.
- This allows us to implement an AR-like experience in a VR headset.
- If you are using the ``first person controller`` scene, you can simply
- enable passthrough by checking the **Start Passthrough** option
- on the controller node:
- .. image:: img/start_passthrough.png
- If you rather do this through code, you will first need to create an instance
- of the ``OpenXRConfig`` object.
- You can do this the same way the ``first person controller`` does
- and assign the ``OpenXRConfig.gdns`` as the script to a node,
- or you can instance it in code as shown below:
- .. code::
- var openxr_config = null
- func _ready():
- var config_gdns = load("res://addons/godot_ovrmobile/OvrInitConfig.gdns")
- if config_gdns:
- openxr_config = config_gdns.new()
- func start_passthrough():
- if openxr_config:
- return openxr_config.start_passthrough()
- else:
- return false
- func stop_passthrough():
- if openxr_config:
- openxr_config.stop_passthrough()
- .. note::
- The Viewport's **Transparent Bg** property must be enabled prior to starting passthrough.
- The plugin will log a warning message if it detects an incorrect configuration.
- .. seealso::
- A fix for a bug related to turning transparent background on/off
- is scheduled for the Godot 3.4.3 release. If you wish to toggle passthrough
- in your game, you will need to be on that version or newer.
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