Individual skill

hz-unity-passthrough-camera-access

Meta Quest Passthrough Camera Access (PCA) for Unity — access the forward-facing RGB cameras on Quest 3 / Quest 3S to feed Computer Vision and Machine Learning pipelines. Use when capturing the passthrough camera image/texture, reading the camera pose and intrinsics, projecting camera pixels into world space via `PassthroughCameraAccess.ViewportPointToRay`, wiring camera frames into ML/CV models, or reasoning about resolution, permissions, vendor tags, and the pinhole/principal-point model. For projecting the image onto a flat world-space surface (frustum-slice quad / image-plane overlay) see references/principal-point-offset.md; for placing 2D ML detections as world-space 3D bounding boxes see references/detection-bounding-boxes.md. Skip if the user only wants to cast the user's POV (use the Media Projection API instead) or is doing screen-space-only overlays.

skills/hz-unity-passthrough-camera-access/SKILL.md

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# Meta Quest Passthrough Camera Access (PCA)

Building on top of the [Android Camera2 API](https://developer.android.com/media/camera/camera2),
Passthrough Camera Access provides access to the forward-facing RGB cameras on
Quest 3 and Quest 3S for the purpose of supporting Computer Vision and Machine
Learning. This API is distinct from the
[Media Projection API](https://developers.meta.com/horizon/documentation/native/native-media-projection/),
which supports casting from the user's POV (including the UI) and should be used
if your purpose is to represent what the user is seeing. Use the Passthrough
Camera API to add application-specific computer-vision capabilities that extend
the understanding of the user's environment and actions beyond what is provided
by the Scene API.

## Use Cases