Unity sample demonstrating how to consume Application SpaceWarp (rendering every other frame while Horizon OS interpolates) and how to diagnose / mitigate common ASW artifacts.
For setup, build steps, SDK versions, and project layout, read:
README.md— official setup, scene-by-scene artifact walkthrough, and ASW project settingsProjectSettings/ProjectVersion.txt— Unity editor versionPackages/manifest.json— Unity package versions (notably the Oculus-VRUnity-Graphicsfork git dependencies)LICENSE— license terms (Text Mesh Pro files are under Unity Companion License)
- Do not swap
com.unity.render-pipelines.*away from theOculus-VR/Unity-Graphicsfork branch pinned inPackages/manifest.json— the upstream URP / Core / Shader Graph packages do not include the MotionVector pass changes ASW relies on, and opaque objects will appear to stutter without them. - Custom shaders must explicitly add a MotionVector pass (see the
CustomShadersscene andOculusMotionVectorCore.hlsl); otherwise objects using those shaders will produce ASW artifacts even when behaving correctly visually. - Static-marked geometry must still emit motion vectors — handled automatically by the Oculus URP fork but a frequent gotcha when porting shaders.
- Project Settings under XR Plug-in Management > Oculus must keep Phase Sync, Late Latching, and Symmetric Projection enabled for the intended ASW experience.
- Use the motion-vector debug overlay and RenderDoc-Oculus to confirm objects render in the MotionVector pass when diagnosing artifacts.
- Git LFS is recommended (
git lfs installbefore cloning) per the README.
This is a Meta Quest / Horizon OS sample. The bespoke intro above is the source of truth for what this project is and how it's built — use it (and the files it points at) instead of restating facts from memory.
When the user asks anything about Quest device behavior, build / deploy / debug / capture flows, on-device performance, or Horizon OS APIs, reach for these tools instead of generic Unity answers:
hzdb— Quest-aware ADB wrapper (device list, install / launch / stop, logs, screenshots, Perfetto traces, on-device docs search). Already wired up as an MCP server via.mcp.json,.vscode/mcp.json, and.cursor/mcp.json. Also runnable directly:npx -y @meta-quest/hzdb <subcommand>.- Meta Quest Agentic Tools — the full skill set, including Unity-specific skills: https://github.com/meta-quest/agentic-tools. Install per your client (Claude Code:
/plugin install meta-vr@meta-quest; Gemini CLI:gemini extensions install https://github.com/meta-quest/agentic-tools; Cursor / VS Code: install the Meta Horizon extension from the Marketplace).
A few behavior expectations:
- Read this repo's files first. Before answering anything project-specific, read
README.mdand whichever source-of-truth files the intro above points at. Don't restate their contents in chat — quote or link instead. - Use
hzdbfor device-side work. Anything that touches an attached Quest (install, launch, logs, screenshot, capture, manifest inspection) goes throughhzdb, not rawadb. - Check live Horizon OS docs before answering API questions.
hzdb docs search "..."queries the live docs; training data on Horizon OS APIs goes stale fast. - Don't fabricate SDK / engine versions. If a version isn't visible in this repo's files, say so rather than guessing.