I have seen a few posts here about using the SDK via generic OpenXR interface rather than using the Unity or Unreal SDKs and see it should be possible.
We are in the process of implementing this for our engine which already supports OpenXR on other platforms. We have also tried using the OpenXR tutorials to remove any doubt of incorrect API usage through our engine, specifically https://github.com/KhronosGroup/OpenXR-Tutorials Chapter 2 example which creates an XrInstance.
We have sideloaded the OpenXR Runtime Broker and that is showing "Snapdragon Spaces Services" installed and selected as the OpenXR runtime.
The call to xrCreateInstance is returning the error code XR_ERROR_INITIALIZATION_FAILED, which implies our XrInstanceCreateInfo structure contains a platform specific extension for a different platform. There are no API layers enabled and only 2 enabled extensions: XR_EXT_debug_utils XR_KHR_vulkan_enable
Is there any specific additional requirements to create a snapdragon spaces instance? Our next step will be to look through the Unreal source to see if there is anything specific but if there were some pointers to get us there faster that would be helpful.
Richard. rountree
Hi,
I have seen a few posts here about using the SDK via generic OpenXR interface rather than using the Unity or Unreal SDKs and see it should be possible.
We are in the process of implementing this for our engine which already supports OpenXR on other platforms. We have also tried using the OpenXR tutorials to remove any doubt of incorrect API usage through our engine, specifically https://github.com/KhronosGroup/OpenXR-Tutorials Chapter 2 example which creates an XrInstance.
We have sideloaded the OpenXR Runtime Broker and that is showing "Snapdragon Spaces Services" installed and selected as the OpenXR runtime.
The call to xrCreateInstance is returning the error code XR_ERROR_INITIALIZATION_FAILED, which implies our XrInstanceCreateInfo structure contains a platform specific extension for a different platform. There are no API layers enabled and only 2 enabled extensions: XR_EXT_debug_utils XR_KHR_vulkan_enable
Is there any specific additional requirements to create a snapdragon spaces instance? Our next step will be to look through the Unreal source to see if there is anything specific but if there were some pointers to get us there faster that would be helpful.
Thanks,
Richard.