How to enable Application SpaceWarp (Video Guide & Minimal project)

I made a quick tutorial on how to enable Application SpaceWarp for the Oculus/Meta Quest (2)

I include a project with the minimal setup required, which can be used as a starting project or template for your Quest games.
If there is any feedback that's welcome (on the video or repo both)

Video:


GitHub Repo: https://github.com/smitdylan2001/ApplicationSpaceWarp

(also if this post conflicts with any rules I missed, feel free to let me know or delete it)

6 Likes

This was helpful, thank you. I just grabbed your project from the 2021.3 branch, opened it up in 2021.3.7f1, and it works right out of the box:

[quote]
08-19 10:36:49.003 27480 28137 I VrApi : ASW=90, Type=App E=0.000/0.250,D=0.000/0.000
08-19 10:36:50.003 27480 28137 I VrApi : FPS=45/90,Prd=25ms,Tear=0,Early=0,Stale=0,VSnc=0,Lat=-3,Fov=0,CPU4/GPU=4/3,1478/490MHz,OC=FF,TA=0/0/0,SP=N/N/N,Mem=1353MHz,Free=3381MB,PLS=0,Temp=27.5C/0.0C,TW=3.10ms,App=3.27ms,GD=0.20ms,CPU&GPU=6.25ms,LCnt=2(DR0,LM0),GPU%=0.46,CPU%=0.10(W0.15),DSF=1.00,CFL=14.75/19.72
[/quote]

Thank you! This looks like a great starting point.

1 Like

[quote=“JoeStrout”, post:2, topic: 888542]
This was helpful, thank you. I just grabbed your project from the 2021.3 branch, opened it up in 2021.3.7f1, and it works right out of the box:

Thank you! This looks like a great starting point.
[/quote]
Awesome!
Just updated the branch to work last week and probably will make a new video for 2021 soon

1 Like

We presently have the OpenXR plugin enabled, not the Oculus one (can't have both at the same time). I get the following exception when trying to SetSpaceWarp(true): System.DllNotFoundException: Unable to load DLL 'OculusXRPlugin'. Anything you've come across before?


OpenXR has no AppSW support for Unity at this moment (as far as I know). Either don't use AppSW or make seperate builds for quest (2) with the feature enabled.

1 Like


Not sure about the error itself but was able to get OpenXR to work with AppSW, although it produced some graphical glitches in some scenes.
Did this by getting the Oculus Integration package, grabbed the OvrCameraRig.prefab and slapped it onto my OpenXR rig went into it and disabled Eye Anchors and set the tracking mode to floor.


Is this still impossible with OpenXR plugin provider? Thanks

[quote=“Timtaotao”, post:7, topic: 888542]
Is this still impossible with OpenXR plugin provider? Thanks
[/quote]
It’s definitely not supported out of the box. You might be able to get it work by integrating the OpenXR extensions yourself, but no guarantees there


You mean create a DLL from https://developer.oculus.com/documentation/native/android/mobile-asw/
and add this to the OpenXR features?

Maybe using feature extensions?
https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.8/manual/features.html

I have no idea tbh, never bothered as openxr and oculus xr can use the same XR controller inputs


So, your suggestion is to switch to Oculus plugin provider? I'm using OpenXR plugins right now, is the price to switch to Oculus pretty low according to your experience?

Depends on your setup. For me it's pretty much cross compatible