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Oculus Quest Settings for Unity3D Cheat Sheet by

About:

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 sharkj­ets.com

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 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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