I’m not sure if there are extra steps here to take when you’re using the editor on the Quest itself, but in order for passthrough to work on the Quest you need to install the OpenXR vendors plugin and properly configure an export template where you configure the correct rights for these sorts of features.
You can find the vendors plugin in the asset library tab.
I dont have deep knowledge about the Plugins Side.
So Just for my understanding, i would Install it Same as your xr Tools in Godot? Which are great btw. Thx for the Work.
Somehow i saw this Line
You can find the vendors plugin in the asset library tab
After i posted the Question. So ist is answered, but i will leave IT because still, it i a good Opener for saying thanx for your Tools
As i have you in the Line, i used the model of your Hand in Blender to adjust the Mesh.
When i import it Back, the Animations do Not Work. Then i randomly click Here and there in Animation Player without any Changes. And then suddenly the Animations Work again. Not Sure how ro reproduce. So i wonder If you maybe know the reason . Or If there is a way / workflow how to use custom Hand with your Asset