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Oculus Quest Settings for Unity3D Cheat Sheet by


What is this?
These are the recomm­ended Unity3D settings when making Oculus mobile (Quest, Go, etc.) games.
Where do these come from?
The Oculus blog: Mobile VR Settings
Where can I learn more?
Check out my youtube channel at

Project Settings:

DSP Buffer Size: Good Latency
Spatia­lizer Plugin: Oculus­Spa­tia­lizer
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
(Change these to match on all tiers)
Standard Shader Quality: Low
Rendering Path: Forward
Realtime Global Illumi­nation CPU Usage: Low

Build Settings

Texture Compre­ssion: ASTC

Player Settings

Reso­lution & 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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