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Can't enable ASW(SpaceWarp) or any other option in Oculus XR Unity plugin

Discussion in 'Android' started by ClosingTime, Jan 11, 2022.

  1. ClosingTime

    ClosingTime

    Joined:
    Nov 23, 2016
    Posts:
    241
    I am trying to activate special rendering features on my Quest 2 Unity game. At first I tried to activate FFR(Fixed Foveated Resolution) by putting a script in my scene that set this argument:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using Unity.XR.Oculus;
    5.  
    6. public class ConfigureOVR : MonoBehaviour
    7. {
    8.    // Start is called before the first frame update
    9.    void Start()
    10.    {
    11.    }
    12.  
    13.    // Update is called once per frame
    14.    void Update()
    15.    {
    16.        Utils.SetFoveationLevel(3);
    17.    }
    18. }

    But that didn't seem to have any effect. Then, I updated the Oculus XR package, from 1.xx to 3.00 Preview, and was able to check the new ASW option. However, that didn't seem to have any effect either.

    It is possible that since I use my own Custom Launcher Gradle Template, those settings have no effect and I need to write them in the gradle myself?

    Why I am unable to set those settings?
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,060
  3. ClosingTime

    ClosingTime

    Joined:
    Nov 23, 2016
    Posts:
    241
    I was able to make ASW work, but only with 2020.3
    Is there no support for ASW on 2021?
    When is support expected for 2021?
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,060
    It's not from Unity, so meta is the only one able to answer that.
    I expect official (no custum pipeline) support in unity 2022.2 or 2023.1