Passthrough Camera API
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| Passthrough Camera API | |
|---|---|
| Information | |
| Type | Application programming interface |
| Industry | Virtual reality, mixed reality |
| Developer | Meta Platforms |
| Operating System | Meta Horizon OS |
| Supported Devices | Meta Quest 3, Meta Quest 3S |
| Release Date | March 2025 (experimental, Meta XR Core SDK v74); April 30, 2025 (store apps, v76) |
| Website | https://developers.meta.com/horizon/documentation/unity/unity-pca-overview/ |
The Passthrough Camera API (PCA) is an application programming interface from Meta Platforms that gives apps on the Meta Quest 3 and Meta Quest 3S access to images from the headset's forward-facing RGB cameras for computer vision and machine learning processing.[1][2] At a base level it uses the standard Camera2 interface of Android rather than a separate Meta interface or an OpenXR extension. Apps need Meta Horizon OS v74 or later, a camera permission granted by the user, and passthrough enabled.[3][4]
Until 2025, third-party Quest apps could show passthrough only as a background and could not read the camera feed. Meta announced camera access at Meta Connect 2024, released the API to developers as an experimental feature in March 2025, and allowed it in apps on the Meta Horizon Store from version 76 at the end of April 2025.[5][6] Later releases added simultaneous access to both cameras in Unity, lower latency and higher resolutions. As of October 2026, Meta's documentation gives an image capture latency of 20-40 ms, a data rate of 60 Hz and a maximum resolution of 1728x1728 pixels, available from Horizon OS v209.[1]
One of Meta's Unity samples feeds the camera images to Unity's runtime inference library Unity Sentis to recognize real-world objects; Meta's documentation calls the library Inference Engine, the name Unity used for it from May to October 2025.[7][8] In September 2025 Meta also announced four Unity building blocks to make the API easier to integrate, including blocks named Object Detection and LLM (see Meta XR AI Building Blocks).[9] Camera images count as Device User Data under Meta's Developer Data Use Policy, which prohibits uses such as surveillance and identifying people from facial or body images.[3][10] Other headset platforms handle camera access differently: on Apple Vision Pro, Apple limits main camera access to apps it approves, such as business apps licensed for its enterprise APIs, while Google said that Android XR apps could request the world-facing camera with the standard Android camera permission.[11][12]
History
Restricted access before 2025
Before the API existed, apps on Meta's Quest headsets could display passthrough as a visual background but could not see the camera images. UploadVR described the situation in July 2024: developers received higher-level data such as hand and body skeletal coordinates, a 3D mesh of the room with bounding boxes for furniture, and limited object tracking, so they could not run their own computer vision models.[13] In an interview with author Matthew Ball on Bosworth's podcast Boz To The Future that month, Meta's chief technology officer Andrew Bosworth said that "we took a pretty conservative stance there". He said the company wanted to "make sure that bystanders feel comfortable if someone chooses to wear the headset", and added, "we'll keep looking at it".[13]
Developers found two unofficial workarounds in August 2024. Michael Gschwandtner, co-founder of the hand-tracking fitness app XRWorkout, had an app load Meta's web casting page in an embedded browser, cast the headset's view to that app, and pass the frames to Google's MediaPipe on-device SDK. In his demonstration it ran the open-source MobileNet V2 object detection model at 0.75 Hz, a rate that UploadVR said was chosen for practicality rather than for performance reasons.[14] A few days later UploadVR reported a second method by developer Julian Triveri, who used Android's media projection API, designed for screen capture and casting, to obtain 1024x1024 frames covering the central 82 degrees of the field of view, and released an open-source demo.[15] Both methods captured the composited view, including virtual objects and interfaces, rather than the camera image alone.[14][15]
Announcement and experimental release
At Meta Connect 2024 in September 2024, Meta announced, "We have a camera passthrough API coming early next year."[5] Road to VR reported that the announcement was made by Mark Rabkin, Meta's vice president of VR and AR.[16] In early March 2025 a Meta support page describing a "headset camera" permission went live, and Meta listed a Meta Developer Summit session for the Game Developers Conference 2025, "Merge Realities, Multiply Wonder: Expert Guidance on Mixed Reality Development", in which Niantic, Creature and Resolution Games would show their early use of the API.[17]
Version 74 of the Meta XR Core SDK, released in mid-March 2025, made the Passthrough Camera API available as a "Public Experimental API".[18] Developers could distribute APKs that used it on platforms such as SideQuest, but could not yet include it in Meta Horizon Store apps.[4] UploadVR reported a resolution of up to 1280x960 per camera at 30 frames per second and a stated latency of 40-60 milliseconds, and wrote that the feed was not suitable for tracking fast-moving objects such as custom controllers or for reading small text.[4] Meta published five Unity samples on GitHub at the same time.[4][19]
Store release and later updates
On April 30, 2025, Meta announced "the public release of the Passthrough Camera API in v76" and said that apps using it "can now be published to the Meta Horizon Store".[20] UploadVR reported that with v76 the capability was no longer considered experimental and that apps could ship with it "after a review process".[6] Meta listed Unity, Unreal, native engines, the Meta Spatial SDK, Android panel apps and the web as supported build paths, and said that WebXR support and documentation would launch with v77.[20] Road to VR quoted the specifications in Meta's documentation of the time, including a 40-60 ms image capture latency, a 30 Hz data rate and a maximum resolution of 1280x960 (see the specifications table below).[21]
Horizon OS v78 improved the image quality that apps receive. According to UploadVR, the change applied only to the frames delivered to developers, not to the wearer's own passthrough view; it was noticed by the developer of the image and video viewer immerGallery and confirmed by Meta software engineer Roberto Coviello.[22]
In its developer post for Meta Connect 2025, published September 18, 2025, Meta wrote: "In just six months, we've seen dozens of published apps and hundreds of developers building with the capability". It named uses such as textures derived from room images, camera data fed to AI models, navigation, and measurement of the brightness of the player's surroundings.[9] The same post listed reduced latency and dual-camera support for Unity in v81, an increase in camera resolution to 1280x1280 (1.6 megapixels), marked as coming soon, and four Unity building blocks coming in v83: Passthrough Camera Access, Passthrough Camera Feed Visualizer, Object Detection and LLM. According to the post, the Object Detection block passes the passthrough camera images to an object detection algorithm.[9]
For Unity, the PassthroughCameraAccess component of Meta's Mixed Reality Utility Kit (MRUK) v81 replaced the earlier approach based on Unity's WebCamTexture class. Meta lists image timestamps, simultaneous access to the left and right cameras, a single permission request, and camera intrinsics, extrinsics and pose data in one component as its benefits.[23] In November 2025 Meta rewrote its Unity samples around the component, in a commit that also moved them to MRUK v81 and from the Oculus provider to the OpenXR provider.[24] Meta's documentation states that Horizon OS v83 added a 1280x1280 resolution and an Unreal Engine extension, and that Horizon OS v209 added a 1728x1728 resolution and dynamic metadata such as focus distance, exposure duration and sensor sensitivity.[1][25] UploadVR reported on October 5, 2026 that Horizon OS 2.9 (v209) had started rolling out on Meta's Public Test Channel.[26] On October 21, 2026, MIXED reported that, according to Meta, version 2.9 was rolling out gradually to the Quest 2, Quest 3, Quest 3S and Quest Pro from that week.[27]
| Version | Date | Change |
|---|---|---|
| Meta XR Core SDK v74 | March 2025 | Experimental release for all developers; not allowed in store apps[18][4] |
| v76 | April 30, 2025 | Public release; apps may be published on the Meta Horizon Store after review[20][6] |
| Horizon OS v78 | Reported August 2025 | Improved image quality of the frames delivered to apps[22] |
| v81 | Listed by Meta in September 2025 | Reduced latency and dual-camera support for Unity; MRUK PassthroughCameraAccess component[9][23] |
| v83 | Building blocks listed as coming in September 2025; Horizon OS v83 stable rollout reported November 2025 | Seven additional resolutions up to 1280x1280; Unreal extension; four Unity building blocks[9][2][1][28] |
| Horizon OS v209 (2.9) | Public Test Channel rollout reported October 5, 2026; gradual rollout reported October 21, 2026 | 1728x1728 resolution; dynamic camera metadata[1][26][27] |
How it works
According to Meta's documentation, Camera2 and its Unity extension are available on the Quest 3 and Quest 3S from Horizon OS v74, and an Unreal extension from v83.[1] UploadVR reported that Meta extended Camera2 to return the headset pose through OpenXR.[6] The left and right passthrough cameras on the front of the headset are identified through two Meta vendor tags: com.meta.extra_metadata.camera_source (0x80004d00), which always has the value 0 for the passthrough RGB camera, and com.meta.extra_metadata.position (0x80004d01), which is 0 for the leftmost and 1 for the rightmost camera.[25] Meta's help page for users says that the permission gives an app the real-time passthrough feed from the front of the headset, without virtual objects, together with the camera focal length, principal point, image dimensions and camera position relative to the center of the device.[29]
An app needs either the standard Android permission android.permission.CAMERA or the Horizon OS permission horizonos.permission.HEADSET_CAMERA. The CAMERA permission gives access to both the passthrough camera and the avatar camera, while HEADSET_CAMERA gives access to the passthrough camera only.[25] Meta's documentation distinguishes the API from Android's Media Projection API, which captures the user's whole view or a single panel, including the user interface, as a media stream to play back, record or cast.[1][3]
In Unity, developers add the Camera Rig and Passthrough building blocks, enable passthrough camera access in the OVR Manager, and attach a PassthroughCameraAccess component, which requires the HEADSET_CAMERA permission. The component exposes properties for the camera position (left or right), the requested and current resolution, the maximum frame rate (60 frames per second by default), the lens intrinsics and the image timestamp. Its methods list the supported resolutions, return the camera texture and pose, and convert between image points and rays or points in the 3D scene.[2] Native Android and Spatial SDK apps call Camera2 directly; Meta points Spatial SDK developers to its Meta Spatial Scanner showcase app for an example.[30]
Specifications
The table compares the specifications in Meta's documentation of spring 2025, as quoted by Road to VR in May 2025, with the figures in the documentation as of October 2026.
| Parameter | May 2025 documentation | October 2026 documentation |
|---|---|---|
| Image capture latency | 40-60 ms[21] | 20-40 ms[1] |
| GPU overhead | About 1-2% per streamed camera[21] | About 1-2% per streamed camera[1] |
| Memory overhead | About 45 MB[21] | About 45 MB[1] |
| Data rate | 30 Hz[21] | 60 Hz[1] |
| Maximum resolution | 1280x960[21] | 1728x1728[1] |
| Internal data format | YUV420[21] | YUV420[1] |
Resolutions
Meta's Unity guide lists the resolutions that each camera supports, by Horizon OS version.[2]
| Horizon OS version | Resolutions |
|---|---|
| v81 and earlier, and all later versions | 320x240, 640x480, 800x600 and 1280x960 (4:3)[2] |
| v83 and later | Adds 640x360, 1024x576 and 1280x720 (16:9), 720x480 (3:2), 720x576 (5:4), 1280x1080 (about 6:5) and 1280x1280 (1:1)[2] |
| v209 and later | Adds 1728x1728 (1:1)[2] |
If an app requests an unsupported resolution, the component falls back to a smaller supported one. Meta's guide gives the example of an app that requests 2048x2048: it received 1280x1280 on earlier versions and receives 1728x1728 on v209 and later, which can break apps that assume a fixed texture, buffer or model input size. The guide recommends requesting a resolution from the component's list of supported resolutions and reading the current resolution after the camera starts.[2]
Privacy and data rules
When Meta opened the API to store apps, it wrote that developers "must adhere to strict privacy requirements including app permissions". Users see an opt-in prompt when an app requests camera access, can allow or refuse it, and see recording indicators while the feature is on.[20] According to Meta's help page, only one foreground app can receive camera data at a time, and an app stops receiving it once it is minimized or closed. The page tells users that if they share camera data with an app, that app's policies apply, and that the Permissions history setting shows which apps used permissioned features over the last seven days and lets them revoke permissions.[29]
Meta's developer documentation states that camera image data is Device User Data under its Developer Data Use Policy.[3] The policy, last updated July 2, 2026, defines Device User Data as including "data from sensors such as a microphone or camera". Its list of prohibited uses includes selling or licensing user data; "Using User Data to perform, facilitate, or provide tools for surveillance"; using it to ascertain the identity of a natural person, including real name or actual facial or body images, for example through AI, facial recognition or gait identifying technologies; and attempting to re-identify or de-anonymize user data.[10] When the API reached store apps, Road to VR reported Meta's statement that developers' use of camera data on Quest is covered by the policy, citing its prohibitions on surveillance and on uniquely identifying a device or user.[21] Meta's documentation lists one related known issue: parental restrictions on Teen and Youth accounts are not applied when an app is installed through Meta Quest Developer Hub.[1] The wider debate about headset sensors is covered in Privacy in virtual and augmented reality.
Samples
Meta's Unity samples repository has five sample scenes: CameraViewer shows the camera feed on a 2D canvas; CameraToWorld aligns the RGB camera pose with the passthrough view and transforms 2D coordinates into 3D rays in world space; BrightnessEstimation adapts the experience to the brightness of the environment; MultiObjectDetection recognizes real-world objects with Unity's Inference Engine; and ShaderSample applies GPU effects to the camera texture.[31] The first version of March 2025 used WebCamTexture with two helper classes, WebCamTextureManager and PassthroughCameraUtils, and depended on MRUK v72.0.0 and Sentis 2.1.1. Its README explained that a ray from the camera alone cannot locate an object, and showed how to combine it with the EnvironmentRaycastManager of MRUK.[19] As of November 2026 the samples require Unity 6000.0.38f1 or newer, MRUK v81 or higher and, for MultiObjectDetection, Inference Engine 2.2.1. The Oculus License applies to the SDK and supporting material, and the MIT License to certain marked files and to the model files.[31]
Meta's guide to the object detection sample uses Yolov9t, a YOLO model quantized to Uint8 and trained on 80 classes, converted to ONNX from the MultimediaTechLab/YOLO repository. It requires the Inference Engine package 2.2.1 (com.unity.ai.inference), Unity 6000.0.66f2 or later and MRUK 85.0.0 or later, and notes that "Sentis was renamed to Inference Engine in Unity 6".[7] Unity changed the package's name back to Sentis in version 2.4.0 of October 22, 2025; its documentation is still published under the package ID com.unity.ai.inference.[8] The guide states that Inference Engine runs on the main thread, where it affects other processes such as the render pipeline, and that it "doesn't use NPU or hardware acceleration" (see neural processing unit). It also says that "Large generative models and LLMs do not perform well on devices like Meta Quest 3", and recommends running a model layer by layer across frames so that it does not block the main thread.[7]
Meta also publishes the Meta Passthrough Camera API Samples for Android apps, which require a Quest 3 or Quest 3S with build v74.0 or newer and Android Studio Koala or newer.[32] Meta's Spatial Scanner showcase for the Spatial SDK identifies household items with Google's ML Kit, which performs on-device object detection and tracking in the live camera feed. It can call Llama 3.2 11B Vision as a cloud service through AWS Bedrock for more detail about a detected object.[33] Separately, Coviello published QuestCameraKit, a set of five further samples: a color picker, object detection with Unity Sentis, QR code tracking with the ZXing library, a frosted glass shader and an example that uses an OpenAI vision model.[4]
Use in VR and mixed reality development
Meta's April 2025 announcement described use cases that early teams had shown at GDC. Niantic Spatial explained how developers using its SDK could apply the API, with support for live meshing, semantic segmentation, visual positioning systems and object detection through the headset's front cameras; in a wayfinding example, a virtual character guides a user to a designated area within a large, populated space where GPS may be ineffective. Resolution Games showed an early use case in which friends' faces were transferred onto virtual ragdolls that could be picked up and tossed around. In the same post, as a real-world utility example, Meta described how CGS Immersive uses the API to analyze and troubleshoot servers: a technician uses a Quest 3S as a viewer to check whether any fiber cable is in the wrong port and receives visual cues. Meta wrote that the system uses large language models such as Llama 4 and works both in the cloud and locally when there is no internet connection.[20]
In August 2025, Niantic Spatial released version 3.15 of its Niantic Spatial SDK with beta support for the Meta Quest 3. According to the company, live meshing, semantic segmentation and object detection reach the SDK through the Passthrough Camera API, and core perception features run on the headset; the release also brought Niantic's VPS to the headset.[34]
Meta's documentation gives examples of intended uses: models that recognize objects an app can interact with, such as fitness or industrial equipment; assistants or guides, such as a museum tour that gives information about a painting when the user looks at it; training feedback that checks whether a task was done correctly by detecting changes in the environment; and design effects that interpret the lighting or use the camera image to modify a texture.[1] Meta's help page for users lists object recognition, for example in a board game with physical pieces; location recognition, such as adjusting an experience to indoor or outdoor settings; and other machine learning such as person or animal detection.[29]
Limitations
Meta's documentation names only the Meta Quest 3 and Quest 3S as supported devices.[1][23] It lists several known issues. The camera texture covers a smaller rectangle than the wearer sees; the 1280x1280 resolution added in v83 extends the vertical field of view but still does not cover the full passthrough view. After an app using the API is first installed on v74 following an OS flash, the RGB color channels may flip until the headset is restarted.[1] As of October 2026 the samples require a physical headset or Meta Horizon Link v2.1 or later to preview the camera, and the Meta XR Simulator does not support the API.[31][23]
The first Unity implementation had further limits listed in its README. WebCamTexture could open only one camera, left or right, at a time. It provided no image timestamps, which led to misalignments of approximately 40-60 ms between the captured feed and real-world events, and the maximum resolution was 1280x960. The README also said that processing high-resolution camera feeds and running on-device models could affect performance, particularly on the main thread.[19] The PassthroughCameraAccess component later added timestamps and access to both cameras at once.[23]
Research
Researchers have used the API, or worked around its absence, in XR studies. In a paper for the CHI 2026 conference, Yutong Ren, Arnav Reddy and Michael Nebeling presented PeriphAR, a technique that gives feedback through peripheral vision during gaze-based selection of real-world objects on a monocular AR display. They built their system on a Meta Quest Pro. The paper notes that "the recently released Passthrough API is only available for Quest 3" and that the authors used an Android media projection workaround to screen-grab the live video feed. Their end-to-end proof of concept used the YOLO11n model for object detection and segmentation; going from acquiring the passthrough image to rendering the color-enhanced target took on average between 0.72 s (parking lot example) and 1.55 s (kitchen appliance example). The paper's two user studies had 32 and 12 participants.[35]
EgoKit, a toolkit for recording egocentric video on six host devices described in a May 2026 arXiv preprint by Liuchuan Yu and colleagues, has a Quest 3 app built on the Meta XR SDK v81. A native plugin in that app connects Camera2 directly to Android's MediaCodec for hardware H.264 encoding of the front passthrough camera at 1280x720 and about 60 frames per second (59.42 frames per second measured for the ego view). The authors write that Meta Quest exposes raw camera access through PassthroughCameraAccess and the Pico 4 Ultra through PICO's PXR_CameraImage, while Apple Vision Pro requires enterprise APIs, so on that headset the toolkit records its internal view instead.[36]
Camera access on other platforms
| Platform | Mechanism | Documented conditions |
|---|---|---|
| visionOS (Apple Vision Pro) | Main camera access entitlement for ARKit, available since visionOS 2.0[37] | Business use only; requested by an organization's Account Holder (individuals cannot apply); private distribution; license file with an expiration date[11] |
| Android XR | World-facing stream requested as camera_id=0 through Camera2 or CameraX | Standard Android camera permission, as stated by Google in February 2025[12][38] |
| PICO | Enterprise camera APIs; PXR_CameraImage class for camera image data on the device from Unity SDK 3.4.0 (February 2026) | The GetCameraFrame sample's API is reserved for enterprise developers in a testing program and bound to an authorized device; the camera APIs added in Unity SDK 3.1.0 support only the PICO 4 Ultra Enterprise[39][40][41] |
| Snap Specs | Camera Module for Lenses (RGB and grayscale cameras) | Lenses that send camera frames to the internet need Transparent Permission to be published[42] |
Apple's enterprise APIs for visionOS include main camera access, capture of a specific region of the wearer's view, barcode and QR code detection, and a separate entitlement for a composite feed of what the wearer sees, combining the physical world and digital content. Apple says these enterprise APIs are eligible for business use only, and apps that use them can be distributed privately as proprietary in-house apps or as custom apps through Apple Business Manager.[11] Apple's sample code for visionOS 26 requires the entitlement and a valid license file, and describes the main camera as a stereo pair of left and right cameras. In the sample, a person can choose to display the left, right or combined stereo frames, with or without rectification, at one of two resolutions. An app must declare a usage description that people see when it asks for camera data, and before visionOS 26 the camera frame provider was available only in an immersive space.[43] In May 2025 Apple announced that a new API would let approved apps access the main camera to provide live, person-to-person assistance for visual interpretation in apps such as Be My Eyes.[44]
For Android XR, Google said in February 2025 that "a developer can request camera_id=0 for the main world-facing camera stream". The second stream, camera_id=1, does not show the wearer's real face; it carries an avatar video generated by avatar provider apps from the headset's tracking data.[12][38] UploadVR noted that because Meta's API uses Camera2, the same code should work on Android XR with only the permission request differing.[4]
PICO's GetCameraFrame sample states that its camera API "is reserved for Enterprise developers who sign up for our testing program". The app's package name is bound to the serial number of the authorized device, and running it under another package name or on another device returns no camera data.[39] Version 3.1.0 of the PICO Unity Integration SDK, published on GitHub in May 2025, added Enterprise Service camera APIs that support only the Pico 4 Ultra Enterprise.[40] Version 3.2.0, which PICO's release notes date to May 29, 2025, added SecureMR, which PICO describes as enabling secure, AI-powered mixed reality uses while protecting user data and privacy.[45] PICO's SecureMR samples run on a Pico 4 Ultra with OS version 5.15.0 or later and use an interface provided as an OpenXR extension. Their readback sample shows how an app that has been granted the camera or spatial-data permission can read tensor content, such as the camera image, back from the SecureMR server.[46] Version 3.4.0, which its release notes date to February 27, 2026, added support for managing camera image data on the device through the PXR_CameraImage class, described in a guide titled "Camera image data (user device)".[41]
Snap's Camera Module documentation for Specs, whose performance figures were measured with October 2026 software, says that Lenses can use an RGB camera and a grayscale camera, while the infrared cameras are not exposed. RGB still images reach 4032x3024 pixels, RGB streams 2016x1512 or 1008x756, and the grayscale stream 1124x1364. The documentation states that "camera frames are sensitive user data".[42] Under Snap's Transparent Permission system, a Lens that combines camera, microphone or location data with internet access shows a dialog listing the sensitive data it will use; if the user grants permission, the device's LED blinks while that data is being captured.[47]
For web apps, Meta's Immersive Web SDK has its own camera system, which its documentation says uses the browser's MediaDevices API, with ideal default values of 1920x1080 at 30 frames per second that the browser may adjust.[48]
See also
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 "Passthrough Camera API Overview". Meta Horizon OS Developers. Meta Platforms. 2026-10-07. https://developers.meta.com/horizon/documentation/unity/unity-pca-overview/. Retrieved 2026-11-01.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 "Getting Started with Passthrough Camera API in Unity". Meta Horizon OS Developers. Meta Platforms. 2026-10-22. https://developers.meta.com/horizon/documentation/unity/unity-pca-documentation. Retrieved 2026-11-01.
- ↑ 3.0 3.1 3.2 3.3 "AOSP features on Horizon OS". Meta Horizon OS Developers. Meta Platforms. 2026-09-08. https://developers.meta.com/horizon/documentation/android-apps/passthrough-camera. Retrieved 2026-11-01.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 David Heaney (2025-03-14). "Quest 3's Passthrough Camera API Is Out Now, Though Store Apps Can't Yet Use It". UploadVR. https://uploadvr.com/quest-passthrough-camera-api-experimental-out-now/. Retrieved 2026-11-01.
- ↑ 5.0 5.1 David Heaney (2024-09-25). "Quest Apps Will Be Able To Access The Passthrough Cameras Next Year". UploadVR. https://www.uploadvr.com/quest-passthrough-api-camera-access-next-year/. Retrieved 2026-11-01.
- ↑ 6.0 6.1 6.2 6.3 David Heaney (2025-04-30). "Quest's Passthrough Camera API Can Now Be Used In Store Apps". UploadVR. https://www.uploadvr.com/quest-passthrough-camera-api-now-shippable-on-store/. Retrieved 2026-11-01.
- ↑ 7.0 7.1 7.2 "Unity Inference Engine For On-Device ML/CV Models". Meta Horizon OS Developers. Meta Platforms. 2026-05-18. https://developers.meta.com/horizon/documentation/unity/unity-pca-sentis. Retrieved 2026-11-01.
- ↑ 8.0 8.1 "Changelog - Sentis 2.6.1". Unity Documentation. Unity Technologies. https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html. Retrieved 2026-11-01.
- ↑ 9.0 9.1 9.2 9.3 9.4 "Meta Connect 2025: Fueling the Future of VR". Meta for Developers Blog. Meta Platforms. 2025-09-18. https://developers.meta.com/horizon/blog/meta-connect-2025-fueling-the-future-of-vr/. Retrieved 2026-11-01.
- ↑ 10.0 10.1 "Developer Data Use Policy". Meta Horizon OS Developers. Meta Platforms. 2026-07-02. https://developers.meta.com/horizon/policy/data-use/. Retrieved 2026-11-01.
- ↑ 11.0 11.1 11.2 "Building spatial experiences for business apps with enterprise APIs for visionOS". Apple Developer Documentation. Apple. https://developer.apple.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis. Retrieved 2026-11-01.
- ↑ 12.0 12.1 12.2 David Heaney (2025-02-08). "Android XR Will Let Apps Access The Passthrough Camera View, Google Confirms". UploadVR. https://www.uploadvr.com/android-xr-will-give-developers-passthrough-access/. Retrieved 2026-11-01.
- ↑ 13.0 13.1 David Heaney (2024-07-15). "Meta Will "Keep Looking At" Giving Quest Developers Raw Camera Access". UploadVR. https://www.uploadvr.com/metas-cto-thoughts-quest-developers-raw-camera-access/. Retrieved 2026-11-01.
- ↑ 14.0 14.1 David Heaney (2024-08-17). "A Developer Figured Out How To Access Quest 3's Passthrough Cameras". UploadVR. https://www.uploadvr.com/quest-3-raw-camera-access-workaround-found/. Retrieved 2026-11-01.
- ↑ 15.0 15.1 David Heaney (2024-08-22). "Another Developer Found An Easier Way To Access Quest 3's Passthrough Cameras". UploadVR. https://www.uploadvr.com/quest-3-raw-camera-access-better-workaround/. Retrieved 2026-11-01.
- ↑ Scott Hayden (2024-09-27). "Quest Developers Will Finally Get Access to Cameras, Promising New Wave of "cutting-edge" Mixed Reality". Road to VR. https://www.roadtovr.com/quest-develops-will-finally-get-access-to-cameras-promising-new-wave-of-cutting-edge-mixed-reality-apps/. Retrieved 2026-11-01.
- ↑ David Heaney (2025-03-10). "Major Developers Are Already Using Quest's Passthrough API". UploadVR. https://www.uploadvr.com/niantic-creature-resolution-games-already-using-quest-passthrough-api/. Retrieved 2026-11-01.
- ↑ 18.0 18.1 Scott Hayden (2025-03-18). "Meta Releases Quest Camera Access for Developers, Promising Even More Immersive MR Games". Road to VR. https://roadtovr.com/?p=172786. Retrieved 2026-11-01.
- ↑ 19.0 19.1 19.2 "Unity-PassthroughCameraAPISamples README, initial commit". GitHub (oculus-samples). Meta Platforms. 2025-03-12. https://github.com/oculus-samples/Unity-PassthroughCameraApiSamples/blob/b48d61dd43ffafbd2e2de3ae63fa3719685391c3/README.md. Retrieved 2026-11-01.
- ↑ 20.0 20.1 20.2 20.3 20.4 "Explore a New Era of Mixed Reality with the Passthrough Camera API". Meta for Developers Blog. Meta Platforms. 2025-04-30. https://developers.meta.com/vr/blog/new-era-mixed-reality-passthrough-camera-api-machine-learning-computer-vision/. Retrieved 2026-11-01.
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 Ben Lang (2025-05-01). "Quest Devs Can Now Publish Apps That Use the Headset's Cameras to Scan the World". Road to VR. https://roadtovr.com/?p=172860. Retrieved 2026-11-01.
- ↑ 22.0 22.1 David Heaney (2025-08-22). "Quest v78 Improved The Passthrough Camera API's Image Quality". UploadVR. https://www.uploadvr.com/quest-v78-improved-the-passthrough-camera-apis-image-quality/. Retrieved 2026-11-01.
- ↑ 23.0 23.1 23.2 23.3 23.4 "Migration from WebCamTexture to PassthroughCameraAccess". Meta Horizon OS Developers. Meta Platforms. 2026-10-07. https://developers.meta.com/horizon/documentation/unity/unity-pca-migration-from-webcamtexture. Retrieved 2026-11-01.
- ↑ "Use PassthroughCameraAccess instead of WebCamTextureManager". GitHub (oculus-samples/Unity-PassthroughCameraApiSamples). Meta Platforms. 2025-11-04. https://github.com/oculus-samples/Unity-PassthroughCameraApiSamples/commit/6b6598f54c3415d626734566c99e2b02f828a8d9. Retrieved 2026-11-01.
- ↑ 25.0 25.1 25.2 "Overview". Meta Horizon OS Developers (Passthrough Camera API, native Android). Meta Platforms. 2026-10-07. https://developers.meta.com/horizon/documentation/native/android/pca-native-overview. Retrieved 2026-11-01.
- ↑ 26.0 26.1 Luna (2026-10-05). "Quest PTC Overhauls Window Management & Brings Back Classic Home Environments". UploadVR. https://www.uploadvr.com/quests-latest-ptc-overhauls-window-management-brings-back-classic-home-environments/. Retrieved 2026-11-01.
- ↑ 27.0 27.1 Chris Steven (2026-10-21). "Horizon OS v2.9 replaces the Quest window anchor button with wall snapping". MIXED. https://mixed-news.com/en/horizon-os-2-9-quest-window-anchor-removed-wall-snapping-rollout/. Retrieved 2026-11-01.
- ↑ David Heaney (2025-11-26). "Horizon OS v83 Brings System Positional TimeWarp & Temporal Dimming". UploadVR. https://www.uploadvr.com/quest-horizon-os-v83-system-positional-timewarp-temporal-dimming/. Retrieved 2026-11-01.
- ↑ 29.0 29.1 29.2 "Manage headset camera permissions". Meta Quest Help. Meta Platforms. https://www.meta.com/help/quest/511837681585017/. Retrieved 2026-11-01.
- ↑ "Passthrough Camera API overview". Meta Horizon OS Developers (Spatial SDK). Meta Platforms. 2026-10-07. https://developers.meta.com/horizon/documentation/spatial-sdk/spatial-sdk-pca-overview. Retrieved 2026-11-01.
- ↑ 31.0 31.1 31.2 "Unity-PassthroughCameraAPISamples". GitHub (oculus-samples). Meta Platforms. https://github.com/oculus-samples/Unity-PassthroughCameraApiSamples. Retrieved 2026-11-01.
- ↑ "Meta Passthrough Camera API Samples". GitHub (meta-quest). Meta Platforms. https://github.com/meta-quest/Meta-Passthrough-Camera-API-Samples. Retrieved 2026-11-01.
- ↑ "Spatial Scanner overview". Meta Horizon OS Developers. Meta Platforms. 2025-05-29. https://developers.meta.com/horizon/documentation/spatial-sdk/spatial-sdk-scanner-overview. Retrieved 2026-11-01.
- ↑ "Niantic Spatial SDK Brings Immersive Reality to Meta Quest 3 with the Passthrough Camera API". Niantic Spatial Blog. Niantic Spatial. 2025-08-06. https://www.nianticspatial.com/blog/niantic-spatial-sdk-meta-quest-3-passthrough-camera-api. Retrieved 2026-11-01.
- ↑ Yutong Ren, Arnav Reddy, Michael Nebeling (2026-04-13). "PeriphAR: Fast and Accurate Real-World Object Selection with Peripheral Augmented Reality Displays". Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26), Barcelona, pp. 1-16. ACM. https://doi.org/10.1145/3772318.3791637. Retrieved 2026-11-01.
- ↑ Liuchuan Yu, Erdem Murat, Beichen Wang, et al. (2026-05-16). "EgoKit: Towards Unified Low-Cost Egocentric Data Collection with Heterogeneous Devices". arXiv preprint. https://arxiv.org/abs/2605.16797. Retrieved 2026-11-01.
- ↑ "Main camera access". Apple Developer Documentation. Apple. https://developer.apple.com/documentation/bundleresources/entitlements/com.apple.developer.arkit.main-camera-access.allow. Retrieved 2026-11-01.
- ↑ 38.0 38.1 Scott Hayden (2025-02-13). "Google Confirms Android XR Allows Passthrough Camera Access: an Important Tool for MR Devs". Road to VR. https://roadtovr.com/google-android-xr-passthrough-camera-access/. Retrieved 2026-11-01.
- ↑ 39.0 39.1 "GetCameraFrame". GitHub (picoxr). PICO. https://github.com/picoxr/GetCameraFrame. Retrieved 2026-11-01.
- ↑ 40.0 40.1 "PICO Unity Integration SDK 3.1.0". GitHub (Pico-Developer). PICO. 2025-05-27. https://github.com/Pico-Developer/PICO-Unity-Integration-SDK/releases/tag/release_3.1.0. Retrieved 2026-11-01.
- ↑ 41.0 41.1 "PICO Unity Integration SDK 3.4.0". GitHub (Pico-Developer). PICO. 2026-02-27. https://github.com/Pico-Developer/PICO-Unity-Integration-SDK/releases/tag/release_3.4.0. Retrieved 2026-11-01.
- ↑ 42.0 42.1 "Camera Module". Snap for Developers. Snap Inc.. https://developers.snap.com/spectacles/about-spectacles-features/apis/camera-module. Retrieved 2026-11-01.
- ↑ "Accessing the main camera". Apple Developer Documentation. Apple. https://developer.apple.com/documentation/visionos/accessing-the-main-camera. Retrieved 2026-11-01.
- ↑ "Apple unveils powerful accessibility features coming later this year". Apple Newsroom. Apple. 2025-05-13. https://www.apple.com/newsroom/2025/05/apple-unveils-powerful-accessibility-features-coming-later-this-year/. Retrieved 2026-11-01.
- ↑ "PICO Unity Integration SDK 3.2.0". GitHub (Pico-Developer). PICO. 2025-05-29. https://github.com/Pico-Developer/PICO-Unity-Integration-SDK/releases/tag/release_3.2.0. Retrieved 2026-11-01.
- ↑ "SecureMR Samples". GitHub (Pico-Developer). PICO. https://github.com/Pico-Developer/SecureMR-Samples. Retrieved 2026-11-01.
- ↑ "Transparent Permission". Snap for Developers. Snap Inc.. https://developers.snap.com/spectacles/permission-privacy/transparent-permission. Retrieved 2026-11-01.
- ↑ "Camera access". Meta Horizon OS Developers (Immersive Web SDK). Meta Platforms. 2026-03-11. https://developers.meta.com/horizon/documentation/web/iwsdk-guide-camera-access/. Retrieved 2026-11-01.