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Up and Coming
July 13, 2023

60 frames per second on supported devices

I have been running into this problem for every app I have tried to submit:

"The app runs noticeably lower than 60 frames per second on supported devices."

Is there any way in Unity3D to prevent this? Or does anybody know any way that has worked for them? This is the only thing that has held back my apps from getting approved. 

3 replies

afloofdev
Inspiring
July 14, 2023

I've had a similar feedback in the past from the Oculus team.

In my case it turned out the issue wasn't the FPS the game run on, but I had some code that over time made the game run slower, and after some minutes it would drop from 60 FPS.

Is there a chance you are experiencing a similar issue ? Could it be the performance of your game gets less than 60 FPS on certain parts? You can debug this using the Debug tools on the Oculus Dashboard program.

Average programmer that likes making silly games
Up and Coming
August 3, 2023

Where can I find the debug tools?

Up and Coming
August 30, 2023

Can somebody help me with finding the Debug Tools to fix the  FPS on my app I am trying to submit to the store? I am stuck right now. I am not able to use RenderDoc because I have a Mac.