Project for Oculus Quest works fine on preview with link but launching build seems messed up
I’m creating a project for Oculus Quest.
That project includes:
- the Water Plugin (for an ocean and some things floating with buyancy)
- the SunSky Plugin (so we can set the scene in sunset)
- the Cable plugin
- a ready made big ship with lots of meshes and materials all placed as static
I can preview the game in my Quest2 without any issue using the oculus link and everything works fine (except volumetric clouds which I read are not ok for VR, so I removed them).
When I try to launch, the launch completes with success but the game runs pretty messed up in the device.
- SunSky doesn’t work and I cannot see the atmosphere nor the sun and the scene is poorly lit
- The ocean doesn’t appear but it works (the objects are floating but in a black void)
- Several materials appear messed up (and some missing)
- The games lags (my only interaction is in my simple custom blueprint for my VR Pawn that features teleportation, hand animations and grabbing certain objects)
I tried the settings in this article:
https://fattybull.com/unreal-quest2/
But I just got the same issues with less lagging (but still highly noticable).
I’m new to game dev (+XR dev) but try my best to make just a simple scene with a boat in the ocean and minimal interaction.
I just need to know in what direction should I look for to troubleshoot these issues. Is it a settings issue? Is it an sdk issue? Is it material issues? Is any of the plugins I use too intensive? Is my scene too big (many elements)?
I try to look into all of the above but that seems chaotic.
