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Hz Unity Passthrough Camera Access

Organization
meta-quest
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.

Overview

Publishermeta-quest
Repositoryagentic-tools
Skill namehz-unity-passthrough-camera-access
Stars
195
Forks
17
Bundled files
2
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by meta-quest on GitHub. Read the source before you install it.

Installation

Install the Hz Unity Passthrough Camera Access AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/meta-quest/agentic-tools.git /tmp/agentic-tools
mkdir -p .claude/skills
cp -r /tmp/agentic-tools/skills/hz-unity-passthrough-camera-access .claude/skills/hz-unity-passthrough-camera-access
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Hz Unity Passthrough Camera Access in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Hz Unity Passthrough Camera Access on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Hz Unity Passthrough Camera Access is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Meta Quest Passthrough Camera Access (PCA)

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.

Use Cases

This API provides an unobstructed view using the forward-facing RGB cameras and can be integrated with ML/CV pipelines. Common use cases:

  1. Specially-trained ML/CV models that identify specific objects the application can interact with (e.g. fitness equipment like dumbbells, industrial equipment like audio mixers).
  2. ML/CV assistants or guides for experiences. For instance, a museum tour where looking at a painting surfaces information about its history, artist, and style using off-device LLMs.
  3. Feedback for training or special-interest applications — after asking the user to perform a task, the app can detect whether it was done correctly by interpreting changes to the environment (e.g. writing on a whiteboard).
  4. Design improvements. By interpreting the lighting or using the camera image to modify a texture, much more realistic design effects can be achieved.

General Prerequisites

  1. Horizon OS v74 or later.
  2. Quest 3 or Quest 3S (Quest Pro and earlier are not supported).
  3. Either permission 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.
  4. The Passthrough feature must be enabled to access the Passthrough Camera API.

Passthrough Camera Using Android Camera2

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:

  • Image capture: capture camera data for advanced processing.
  • Camera metadata: query the API for hardware capabilities and configuration information.
  • Multi-camera support: access and control multiple cameras.

Known Issues

  1. After the first install of an app using the Camera API in v74 after flashing a new OS, the RGB channels might flip causing color distortion (e.g. flesh tones appear bluish). Reboot the device to fix.
  2. Passthrough Camera API is not supported in XR Simulator.
  3. The passthrough camera texture captures a rectangular area (1280×960) smaller than what the user sees. The 1280×1280 resolution added in v83 expands the vertical field of view, but still does not cover the entire passthrough view.
  4. Restrictions applied by a parent to restrict Teen and Youth accounts (e.g. accessing the Passthrough Camera API) are not applied if the application is installed through the Meta Quest Developer Hub.

Best Practices

  1. Ensure user privacy. Camera image data is considered Device User Data and is covered by the Developer Data Use Policy. Adhere to this policy fully.
  2. Avoid costly processing on device. On-device processing of camera images can enable compelling use cases, but keep experiences comfortable by maintaining a high framerate.

References

Detailed, task-specific guidance for projecting and placing PCA imagery in world space lives under references/:

  • references/principal-point-offset.md — Correctly project the camera image onto a flat world-space surface (frustum-slice quad, FOV visualizer, image-plane overlay) using the optical axis as the plane normal. Read this when corner rays from 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.
  • references/detection-bounding-boxes.md — Draw precise 3D bounding boxes around real-world objects detected by an ML model. Read this when placing 2D ML detections (YOLO, SSD, DETR, custom CNN) into world space, building a camera-facing billboard quad from a 2D detection, or wiring PassthroughCameraAccess + EnvironmentRaycastManager for object localization.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Hz Unity Passthrough Camera Access AI skill do?

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) s...

Why use Hz Unity Passthrough Camera Access on TypingMind?

Because you install it once and use it with any model. Hz Unity Passthrough Camera Access is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Hz Unity Passthrough Camera Access in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/meta-quest/agentic-tools/tree/main/skills/hz-unity-passthrough-camera-access. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Hz Unity Passthrough Camera Access?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Hz Unity Passthrough Camera Access?

As many as you like. As long as a model supports skills, you can use Hz Unity Passthrough Camera Access with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Hz Unity Passthrough Camera Access AI skill free?

Yes. It is published on GitHub by meta-quest under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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