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June 10, 2019

Unity Build and Player Settings for Oculus Quest?

Is there a summary of the best Unity build settings and player settings for Oculus Quest VR apps?  I would otherwise assume we simply follow the Unity "Android Settings" (e.g. https://developer.oculus.com/documentation/quest/latest/concepts/unity-build-android/), but I'm worried I am sub-optimizing for the Quest by following directions designed for the Oculus GO.  For example, should the Build "Texture Compression" still be set to "ASTC" even though ETC2 (GLES 3.0) is available?  Do we still use OpenGLES3 as the Graphics API?  etc.

I am using Unity 2019.1.5f1 on a Mac.  I'm able to build apps just fine but want to optimize.

    1 reply

    Up and Coming
    June 17, 2019
    ASTC is much better than ETC2 (better quality look at more efficient compression), so yes, use ASTC.
    And yes, you have to use OpenglES3 right now when using Unity as Vulkan deploy does not work in VR deploy yet and is expected to work with 2019.3.
    Until then best you actually remove Vulkan from the graphics apis as it will reduce your build size and deploy time to not include apis which are not used.
    Theta Legion VR