OpenXRFbPassthroughGeometry not working

Godot Version

Godot 4.5.1-stable (also tested in 4.6)

Question

I’m having an issue with OpenXR passthrough (OpenXRFbPassthroughGeometry) where the passthrough image appears “inside” the mesh, like it’s rendered deep inside the geometry. The geometry itself is positioned correctly. For example, I have set a box mesh in the OpenXRFbPassthroughGeometry node and it looks dark outside but if u move u can find the same cube is rendered inside it with the passthrough texture. I can’t upload an image as passthrough is not captured by Meta Quest Link.

So, I created a fresh project using the Meta passthrough sample template on Godot 4.6 release, and the screen is flickering and it seems that it was happening the same issue. So this seems like a plugin/engine issue, not project‑specific.

Environment blend mode is set to “Opaque” as it does not seem to work with “Alpha”.

Details:

  • Meta Quest 3, standalone
  • Godot OpenXR vendors plugin (latest)
  • Happens with different meshes (box/plane)
  • Dotnet version of Godot

Is this a known issue with the OpenXR vendors plugin / passthrough?
Is there a recommended workaround or known fix?

I found the flickering issue to be solved by using OpenXR version 1.1.53 in project settings as described here.

But for some reason when using godot openxr vendor 4.3.0 the OpenXRFbPassthroughGeometry node the mesh does not even show up.

I am launching it through Meta Horizon Link, with cable to a Meta Quest 3 headset.

In previous versions like 4.1.0 of godot openxr vendors, the mesh show up but the passthrough is inside it. Example, if its a box mesh, the box mesh is dark and inside it u can see the passthrough box mesh small.

All of the above has been tested in 4.6 and 4.6.1 of Godot .NET version.