i recently migrated my project from Godot 4.4 to Godot 4.6. Now i noticed, that passthrough with my Meta Quest 3 isn’t working any more. The background is all black.
The settings were moved into the OpenXR tab in project settings, you need to enable them there. As other runtimes besides Meta have started implementing Meta vendor extensions we’ve moved enabling them there.
Good catch on the documentation not being up to date, we need to resolve that
Sadly for a number of runtimes the vendor plugin is still needed, more and more headsets are adding support for the standard passthrough behaviour as defined in OpenXR so for basic pass through functionality the core of Godot has all the needed support.
However some Android based headsets also introduce additional security privileges around pass through that are vendor specific and for which support is added through the vendor plugin.
Bottom line, vendor plugin is still smart to install just to save yourself some headaches