Unity-AppSpaceWarp AGENTS.md

Repository instructions for an Oculus Unity sample that demonstrates Application SpaceWarp, a rendering technique that fills in alternate frames to improve perceived performance in virtual reality.

In plain words
What is it for?
Use them when changing the sample, especially for setup files, pinned Unity packages, motion-vector shader passes, and command-line development rules.
Why use it?
They preserve the project settings and rendering components needed to avoid visual artifacts on Quest and Horizon devices.

Instructions file for CodexOpenCode

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add instructions/oculus-samples/unity-appspacewarp/agents-md
Clone the repo
git clone --depth 1 https://github.com/oculus-samples/Unity-AppSpaceWarp

Made for: Codex, OpenCode.

Per session 811 This file is loaded in full into every session.
When invoked 811 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00811 $0.00811
Opus 5 $0.00405 $0.00405
Sonnet 5 $0.00162 $0.00162
Haiku 4.5 $0.00081 $0.00081

Measured 2d ago against content hash 4e9ae98c9545, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

Unity-AppSpaceWarp AGENTS.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

AGENTS.md · 38 lines

How it starts

The opening of the file, as written. The whole thing — 38 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Agent Instructions — App SpaceWarp

Unity sample demonstrating how to consume Application SpaceWarp (rendering every other frame while Horizon OS interpolates) and how to diagnose / mitigate common ASW artifacts.

Source-of-truth files (read these first, do not duplicate their contents in this file)

For setup, build steps, SDK versions, and project layout, read:

  • README.md — official setup, scene-by-scene artifact walkthrough, and ASW project settings
  • ProjectSettings/ProjectVersion.txt — Unity editor version
  • Packages/manifest.json — Unity package versions (notably the Oculus-VR Unity-Graphics fork git dependencies)
  • LICENSE — license terms (Text Mesh Pro files are under Unity Companion License)

Quest / Horizon-specific notes

  • Do not swap com.unity.render-pipelines.* away from the Oculus-VR/Unity-Graphics fork branch pinned in Packages/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 CustomShaders scene and OculusMotionVectorCore.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 install before cloning) per the README.

Meta Quest tooling

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.

Read the full file on GitHub · 38 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 38 lines · 811 tokens per session scan A 4e9ae98c9545

Subscribe to this mod's changes

Unity-AppSpaceWarp AGENTS.md is an instructions file published in the GitHub repository oculus-samples/Unity-AppSpaceWarp (74 stars, last pushed 12d ago), licensed MIT. It adds 811 tokens to every session, about $0.0041 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.