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About:What is this? These are the recommended Unity3D settings when making Oculus mobile (Quest, Go, etc.) games. | Where do these come from? | Where can I learn more? |
Project Settings:Audio | | DSP Buffer Size: Good Latency | | Spatializer Plugin: OculusSpatializer | Quality: | | Quality Level for Android: Simple/Medium only | | Pixel Light Count: 1 | | Anisotropic Textures: Disabled | | Anti Aliasing: 4x Multi Sampling | | Shadows: Hard Shadows Only | | Blend (Skin) Weights: 2 Bones (or less) B | | VSync Count: Don't Sync | Graphics: | (Change these to match on all tiers) | | Standard Shader Quality: Low | | Rendering Path: Forward | | Realtime Global Illumination CPU Usage: Low |
| | Build SettingsTexture Compression: ASTC |
Player SettingsResolution & Presentation: | | Use 32-bit Display Buffer: checked | | Disable Depth and Stencil: unchecked | Other Settings: | | Color Space: Linear | | Auto Graphics API: uncheck | | Graphics API: OpenGLES3 | | Static Batching: checked | | Dynamic Batching: checked | | GPU Skinning: checked | | Graphics Jobs: unchecked | | Scripting Backend: IL2CPP | | Prebake Collision Meshes: checked | | Keep Loaded Shaders Alive: checked | | Optimize Mesh Data: checked | | *Multithreaded Rendering: checked | | *Enable Internal Profiler: checked | XR Settings | | Virtual Reality Supported: checked | | Stereo Rendering Mode: Single Pass |
*These items are listed in the official documentation but may be missing in newer Unity versions.
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