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