I’m sure this won’t be the only snag I encounter during this project, but I figured I’d document what I am currently up against.
My ultimate setup for this is a tethered quest 3 that can run passthrough mode and with custom controls with a makey makey kit. The passthrough mode is non-negotiable for my project. Tethering it to a computer solves a significant number of issues with other aspects:
- I don’t have to worry about the headset running out of power.
- I can hook the custom controller right into the computer rather than trying to find a bluetooth adapter for it to work with the headset.
- It forces to user to stay in one spot which is my intention
- I can use the computer’s video card and have better graphics
- It would be very easy to have a monitor on to see what the user is viewing compared to non-tethered
The problem I’m running into is Unity’s built-in XR options seem to not like tethering and passthrough. I’m exploring using Meta’s SDK to see if I can get that working. I am hopeful! This is not an easy thing to google around for unfortunately so I am going to have to poke at it until I get it working.






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