True Through - Native Passthrough Meta Bridge

Plugins + Scripts True Through - Native Passthrough Meta Bridge

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I know there are a lot more Quest HMD users than Pico's. The joke was that at the beginning only Pico users were replying, even though the resource is stated to work only with a Quest HMD, as if Pico users were the group most interested in the plugin's features 😼
Just send me testing Pico device already! 😂
 
I get a warning about malicious files from Windows, and don't want open it
 
Last edited:
I get a warning about malicious files from Windows, and don't want open it
Yeah, I know :( You can ignore and trust if you trust, but I’m gonna try working with this issue if that’s possible to solve. But there are nothing to worry tbh
 
Nice work Meharock! I was totally unaware that the meta link software exposes the data needed to openxr to do this.

Virtual Desktop is closed source and only allows for chroma key it does not send alpha channel to the headset.

ALVR has an open PR for alpha channel passthrough but I think that is going to be as far as anyone is going to get on that.
You could potentially build off that since the apk that is installed on the headset can be modified like it was to carry the alpha channel in that PR.
It has widespread support for other VR headsets but unfortunately I think it is built on (openvr/steamvr) instead of openxr which I assume you are using for this.

I would love to see Spatial Anchors & Scene Mesh implemented so that vam could configure a scene for collisions to match the users surroundings and could automate the setup of shadow catchers.
Any chance since you are releasing the resource for free that you might post the source on github?
Spatial anchor as a room alignment: done 😌 You will need one click to make a perfect alignment.
 
Yeah, I know :( You can ignore and trust if you trust, but I’m gonna try working with this issue if that’s possible to solve. But there are nothing to worry tbh
It simply won’t let me open the file or add it to the exceptions because it says it’s a virus; I had to temporarily disable real-time protection, but when I re-enable it, it deletes the file :cry:
 
Damn. I will review this issue tomorrow
To test it with the virtual desktop, I launched VAM with real-time protection disabled and received this message before it crashed
sc.png
 
Meharock updated True Through - Native Passthrough Meta Bridge with a new update entry:

True Through Security and fingers adjustment update

Added Fingers adjustment

Now both hand mask and 3d hands have independent finger size settings.
Also added a button to sync created mask with 3d hands and vice versa.

View attachment 637355

Tip:

- Make the hand mask slightly tighter than your actual hands and soften it with feather to better prevent holes from appearing in the character during movement.
- For the 3D hands, however, try to replicate your own hands as accurately as possible.

Security Scan...

Read the rest of this update entry...
 
Nice work Meharock! I was totally unaware that the meta link software exposes the data needed to openxr to do this.

Virtual Desktop is closed source and only allows for chroma key it does not send alpha channel to the headset.

ALVR has an open PR for alpha channel passthrough but I think that is going to be as far as anyone is going to get on that.
You could potentially build off that since the apk that is installed on the headset can be modified like it was to carry the alpha channel in that PR.
It has widespread support for other VR headsets but unfortunately I think it is built on (openvr/steamvr) instead of openxr which I assume you are using for this.

I would love to see Spatial Anchors & Scene Mesh implemented so that vam could configure a scene for collisions to match the users surroundings and could automate the setup of shadow catchers.
Any chance since you are releasing the resource for free that you might post the source on github?
Scene Mesh with Depth API overloads Air link and makes the whole experience unstable, also Depth map is 320x320 texture, so even with post processing it looks bad. SO I'm not going to implement this feature currently.
 
hi Meharock!this is awesome plugin! but i have a quesion,my background just shows black ,hand tracking works perfectly 。passthrough is not working ,Interestingly, I can slightly see my real room bleeding through the semi-transparent grey UI windows, but the actual environment background is pure black even with "Show Skybox" turned off.
 
hi Meharock!this is awesome plugin! but i have a quesion,my background just shows black ,hand tracking works perfectly 。passthrough is not working ,Interestingly, I can slightly see my real room bleeding through the semi-transparent grey UI windows, but the actual environment background is pure black even with "Show Skybox" turned off.
Let's figure it out. Try turning off all plugins in the scene but true through ones. Some plugins changes alpha, for example deepskin or some post processing plugins. Let me know if it works and if not - I will search for other possible issues!
 
Any idea why I see only black dome when launching VaM after installing this? Everything is checked in developer tab in Horizon Link PC app, developer mode in quest is enabled as well as hand tracking, I can launch anything trough the horizon Link just fine, but here both VaM and the test room gives me black dome, no passthrough, no hands mask/model. I've tried reinstalling meta app, did clean VaM installation, nothing helps. When I remove TrueThrough it launches VaM properly.
 
Any idea why I see only black dome when launching VaM after installing this? Everything is checked in developer tab in Horizon Link PC app, developer mode in quest is enabled as well as hand tracking, I can launch anything trough the horizon Link just fine, but here both VaM and the test room gives me black dome, no passthrough, no hands mask/model. I've tried reinstalling meta app, did clean VaM installation, nothing helps. When I remove TrueThrough it launches VaM properly.
We will figure it out :) Thanks God I made an easy removing option XD
Could you check the following?
  1. In TrueThrough Test Room, explicitly enable “Show real room”. Then enable 3D Hands, put the controllers down and hold your hands in front of the headset. Does either the room or the hand model appear?
  2. Confirm Meta Horizon Link is the active OpenXR runtime. Launch through the TrueThrough shortcut with Meta Link already connected. SteamVR should remain closed.
  3. Check the account used on the PC. Meta requires signing into a developer account in both the Horizon Link PC app and the headset. Headset Developer Mode alone is not sufficient.
  4. Check passthrough outside Link: can you see your real room in the standalone Quest home environment?
  5. After checking the developer/passthrough toggles, fully restart the headset and PC. If you currently use Air Link, please also try one USB Link test.
If it still fails, please send:
  • Quest model, GPU model, TrueThrough version, and the headset/Horizon Link software versions.
  • A screenshot showing the active OpenXR runtime and developer toggles.
  • VaM-Passthrough-Status.txt from the VaM folder, immediately after reproducing the issue.
  • Saves\PluginData\TrueThroughTestRoom\status.json after the Test Room test.
  • opencomposite.log, if present.
You can send log files to truethroughbridge@gmail.com, I will check them rn.
 
Hi, my English isn't very good, so please bear with me.

I'm using a Quest 3 with Virtual Desktop to play VaM with the TrueThrough plugin. In hand-tracking mode, making a fist causes my virtual hand to disappear. When using controllers, clicking the thumbstick also makes the virtual hand disappear.

This was already happening before I started using TrueThrough, when I was running VaM through Virtual Desktop in OpenXR mode, bypassing SteamVR.

I have no idea how to fix this, and it's driving me crazy. Does anyone know what might be causing it or how to stop it?😭
 
Hi, my English isn't very good, so please bear with me.

I'm using a Quest 3 with Virtual Desktop to play VaM with the TrueThrough plugin. In hand-tracking mode, making a fist causes my virtual hand to disappear. When using controllers, clicking the thumbstick also makes the virtual hand disappear.

This was already happening before I started using TrueThrough, when I was running VaM through Virtual Desktop in OpenXR mode, bypassing SteamVR.

I have no idea how to fix this, and it's driving me crazy. Does anyone know what might be causing it or how to stop it?😭
Hi! Please try disabling “Allow Grab + Trigger Hand Toggle” under VaM → User Preferences → VR1.

VaM has a built-in shortcut for hiding hands. Virtual Desktop’s hand-controller emulation may activate it when you make a fist.
 
Let's figure it out. Try turning off all plugins in the scene but true through ones. Some plugins changes alpha, for example deepskin or some post processing plugins. Let me know if it works and if not - I will search for other possible issues!
i turning off all plugins it is working! but new quesion is my vam atom have a strange hand hh
Let's figure it out. Try turning off all plugins in the scene but true through ones. Some plugins changes alpha, for example deepskin or some post processing plugins. Let me know if it works and if not - I will search for other possible issues!
I removed all session plugins, it's working!, but there's a new problem: my VAM scene character model and hand has a strange black ghosting effect.
 
Just tried installing a clean VaM and last TT update - everything works just fine, so that should be specific problem for each case.
 
We will figure it out :) Thanks God I made an easy removing option XD
Could you check the following?
  1. In TrueThrough Test Room, explicitly enable “Show real room”. Then enable 3D Hands, put the controllers down and hold your hands in front of the headset. Does either the room or the hand model appear?
  2. Confirm Meta Horizon Link is the active OpenXR runtime. Launch through the TrueThrough shortcut with Meta Link already connected. SteamVR should remain closed.
  3. Check the account used on the PC. Meta requires signing into a developer account in both the Horizon Link PC app and the headset. Headset Developer Mode alone is not sufficient.
  4. Check passthrough outside Link: can you see your real room in the standalone Quest home environment?
  5. After checking the developer/passthrough toggles, fully restart the headset and PC. If you currently use Air Link, please also try one USB Link test.
If it still fails, please send:
  • Quest model, GPU model, TrueThrough version, and the headset/Horizon Link software versions.
  • A screenshot showing the active OpenXR runtime and developer toggles.
  • VaM-Passthrough-Status.txt from the VaM folder, immediately after reproducing the issue.
  • Saves\PluginData\TrueThroughTestRoom\status.json after the Test Room test.
  • opencomposite.log, if present.
You can send log files to truethroughbridge@gmail.com, I will check them rn.
Hi, just got home. Here are an update from me:
1) with Test Room "Show real room enabled" there is black screen too, no hands either.
2) OpenXR is the active runtime in Horizon Link settings. SteamVR is closed, VD is closed. Launched TrueThrough through shortcut with everything connected, same issue.
3) I have only one account which is also developer account.
4) The passthrough in headset works fine, I use passthrough instead of 3D home scenes as default.
5) Both PC and headset fully restarted multiple times, i tried both AirLink and USB, in USB mode only change was that the Test Room with show room enabled showed my camera passthrough, hands were not working as before.
There is also a thing when I open the test room through PC app, it kinda crashes on headset and I cant use buttons that opens system menu to for example turn off link. I need to manualy reset Horizon PC app for it to have any effect.

Here are specs:
Quest 3, GPU AMD RX 7900 XT, TrueThrough version 0.23.4, Horizon Link version 208.0.0.84.535 (208.0.0.84.535), Quest software version 2.9 (5264196.3160.520).
1793406274929.png

Vam-Passthrough-Status.txt
Code:
True Through native runtime v0.7.1 with calibrated Meta finger sizing and feather shells; primitive fallback, physics and occlusion preserved
Hand gestures: enabled=1 pinch=1 grab=1 pinchPress=0.300 pinchRelease=0.420 grabPress=0.720 grabRelease=0.520 smoothing=0.650
Config: enabled=1, opacity=1.000, debugAlpha=-1.000, alphaMode=source, colorCorrection=0
LUT config: brightnessEV=0.000, contrastStops=0.000, saturationDelta=0.000, temperature=0.000, tint=0.000, strength=1.000
Status file path: VaM-Passthrough-Status.txt
Live LUT control file: Saves/PluginData/PassthroughLUTControl/live.json
PASS: XR_FB_passthrough functions loaded
xrGetSystemProperties: result=0, supportsPassthrough=1
XR_META_passthrough_color_lut: functions=0, maxResolution=0
xrCreatePassthroughFB: result=0, handle=0000000000000053
xrCreatePassthroughLayerFB: result=0, handle=0000000000000054
LIVE LUT applied: reason=startup enabled=0 result=0 resolution=0 bytes=0 brightness=0.000 contrast=0.000 saturation=0.000 temperature=0.000 tint=0.000 strength=1.000
LIVE LUT applied: reason=live.json enabled=0 result=0 resolution=0 bytes=0 brightness=0.000 contrast=0.000 saturation=0.000 temperature=0.000 tint=0.000 strength=1.000
READY: passthrough layer created; waiting for first submitted frame
First successful passthrough frame: xrEndFrame=0, layers=2, projection=1, debugAlpha=-1.000, alphaMode=source

status.json
Code:
{"version":"0.23.1","pid":18580,"phase":"stopped","message":"Test room is stopped.","frames":1120,"width":2272,"height":2464,"hubFrames":152,"hubConnected":false,"hubVisible":false,"submittedPairs":1120,"tick64":2361484,"root":"F:\\VaM Passthrough","exe":"F:\\VaM Passthrough\\TrueThrough-TestRoom\\TrueThroughTestRoom.exe"}

Can't find opencomposite.log

Edit: I'm starting to believe it's a shitty meta software issue
 
Hi, just got home. Here are an update from me:
1) with Test Room "Show real room enabled" there is black screen too, no hands either.
2) OpenXR is the active runtime in Horizon Link settings. SteamVR is closed, VD is closed. Launched TrueThrough through shortcut with everything connected, same issue.
3) I have only one account which is also developer account.
4) The passthrough in headset works fine, I use passthrough instead of 3D home scenes as default.
5) Both PC and headset fully restarted multiple times, i tried both AirLink and USB, in USB mode only change was that the Test Room with show room enabled showed my camera passthrough, hands were not working as before.
There is also a thing when I open the test room through PC app, it kinda crashes on headset and I cant use buttons that opens system menu to for example turn off link. I need to manualy reset Horizon PC app for it to have any effect.

Here are specs:
Quest 3, GPU AMD RX 7900 XT, TrueThrough version 0.23.4, Horizon Link version 208.0.0.84.535 (208.0.0.84.535), Quest software version 2.9 (5264196.3160.520).
View attachment 637869
Vam-Passthrough-Status.txt
Code:
True Through native runtime v0.7.1 with calibrated Meta finger sizing and feather shells; primitive fallback, physics and occlusion preserved
Hand gestures: enabled=1 pinch=1 grab=1 pinchPress=0.300 pinchRelease=0.420 grabPress=0.720 grabRelease=0.520 smoothing=0.650
Config: enabled=1, opacity=1.000, debugAlpha=-1.000, alphaMode=source, colorCorrection=0
LUT config: brightnessEV=0.000, contrastStops=0.000, saturationDelta=0.000, temperature=0.000, tint=0.000, strength=1.000
Status file path: VaM-Passthrough-Status.txt
Live LUT control file: Saves/PluginData/PassthroughLUTControl/live.json
PASS: XR_FB_passthrough functions loaded
xrGetSystemProperties: result=0, supportsPassthrough=1
XR_META_passthrough_color_lut: functions=0, maxResolution=0
xrCreatePassthroughFB: result=0, handle=0000000000000053
xrCreatePassthroughLayerFB: result=0, handle=0000000000000054
LIVE LUT applied: reason=startup enabled=0 result=0 resolution=0 bytes=0 brightness=0.000 contrast=0.000 saturation=0.000 temperature=0.000 tint=0.000 strength=1.000
LIVE LUT applied: reason=live.json enabled=0 result=0 resolution=0 bytes=0 brightness=0.000 contrast=0.000 saturation=0.000 temperature=0.000 tint=0.000 strength=1.000
READY: passthrough layer created; waiting for first submitted frame
First successful passthrough frame: xrEndFrame=0, layers=2, projection=1, debugAlpha=-1.000, alphaMode=source

status.json
Code:
{"version":"0.23.1","pid":18580,"phase":"stopped","message":"Test room is stopped.","frames":1120,"width":2272,"height":2464,"hubFrames":152,"hubConnected":false,"hubVisible":false,"submittedPairs":1120,"tick64":2361484,"root":"F:\\VaM Passthrough","exe":"F:\\VaM Passthrough\\TrueThrough-TestRoom\\TrueThroughTestRoom.exe"}

Can't find opencomposite.log

Edit: I'm starting to believe it's a shitty meta software issue
Nah, no worries, we will fix everything, just need to figure it out.
 
Hi! Please try disabling “Allow Grab + Trigger Hand Toggle” under VaM → User Preferences → VR1.

VaM has a built-in shortcut for hiding hands. Virtual Desktop’s hand-controller emulation may activate it when you make a fist.
Sorry, I got the details wrong earlier.

Before using TrueThrough, I was running VaM through Virtual Desktop in OpenXR mode, bypassing SteamVR. Making a fist did not cause my virtual hands to disappear, but hand tracking wasn't working at all.

After installing either OpenComposite or TrueThrough, hand tracking works, but making a fist causes my virtual hands to disappear.

I also tried unchecking “Allow Grab + Trigger Hand Toggle,” but that didn't help.
 
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