Basic passthrough tutorial with Building Blocks
Updated: Oct 14, 2025
This is a basic tutorial that lets you quickly test the passthrough implementation. Unlike the
Passthrough Basic Tutorial, this tutorial uses
Building Blocks, which simplifies the operation greatly. It also allows you to monitor your running application using the
Meta XR Simulator, so you don’t need to switch to your headset during development or testing. Once built, you can use this completed tutorial as a starter project for the other Passthrough tutorials that follow.
If you're new to Unity development on Quest, check out the Hello World guide to create your first VR app. Before you begin this tutorial, it is important to make sure the following checklist is complete:
Hardware requirements
- Development machine running one of the following:
Windows 10+ (64-bit)
macOS Sierra 10.10+ (x86 or ARM)
- Supported Meta Quest headsets:
- Quest 2
- Quest Pro
- Quest 3
- Quest 3S and 3S Xbox Edition
Software requirements
- Right-click the current scene, and choose Save Scene As. Use the name PassthroughBasicWith BB.
- Remove all components from the scene.
- On the menu, go to Meta > Tools > Building Blocks to display the UI dialog.
Add passthrough using Building Blocks
- Use the search bar to find the Passthrough building block.
In the lower right of the Passthrough building block, click the plus sign. Two building blocks are added to your scene: [BuildingBlocks] Camera Rig and [BuildingBlocks] Passthrough.
- Close the Building Blocks dialog.
- On the menu, go to GameObject > 3D Object > Sphere.
- Select the 3D object and then on the Inspector tab, set the position (X, Y, Z) to (1, 1, 1) and scale (X, Y, Z) to (0.5, 0.5, 0.5).
- On the Project tab, select the Assets folder so that it’s highlighted.
- On the menu, go to Assets > Create > Material and rename the material to ball-color.
- On the Inspector tab, under Surface Inputs, click the Base Map color field to open a color picker and change to a color of your choice.
- Drag and drop the material on the sphere.
- On the menu, go to File > Build Profiles.
- In the Platforms pane, choose Windows.
- Click Switch Platform.
- On the menu, go to Edit > Project Settings.
- Choose Meta XR to display the Project Setup Tool.
- Click Fix to resolve any open issues that the tool has detected.
- Close the Project Settings window and save your project.
Your project should resemble the image below:
You can test the app in Meta XR Simulator, which simulates a Meta Quest headset and features on your computer.
- On the menu, go to Meta > Meta XR Simulator > Activate to activate the simulator.
- On the menu, go to Meta > Meta XR Simulator > Synthetic Environment Server > Start Environment Server.
- Under Environment Servers, click LaunchGameRoom.
Click the play button at the top of the Unity Editor to preview your app in a simulated environment.
Alternatively, you can test the app in your Meta Quest headset.
- Ensure your chosen headset is set up for development. See Set up your headset for development for more details.
- Connect the headset to the computer using a USB-C cable.
- On the menu, go to File > Build Profiles. Under Platforms, select Android and click Switch Platform.
- Under File > Build Profiles > Platforms > Android, make sure your scene is included in the scene list. If not, select Scene List from the left navigation menu and click Add Open Scenes.
- Make sure that Run Device is set to the headset connected via USB-C cable.
- Click Build and Run.
- Save the .APK file.
- Put on the headset to test your passthrough app.