To help you get going quickly... I've created a Unity Project with the optimizations described above, and made it available on my GitHub page: github.com/LudicWorlds/meta-quest2-unity-template
@Kyranyoutubevids Жыл бұрын
Can you do a tutorial of a unity project on the meta quest 3?
@Composit.Design Жыл бұрын
This is handy. I started developing for the Quest 2 recently and after doing a lot of experimenting, found that only the built-in pipeline runs buttery smooth straight out of the box. But with these setup tweaks to the URP, this is a game changer (literally... lol).
@LudicWorlds Жыл бұрын
Glad you found it helpful. 🙂 I would also recommend using the Vulcan graphics API (rather than OpenGLES - as suggested in the video). I was having frame stuttering issues with Vulcan around the time of the video, but this has now been fixed.
@Simon-ik1kb10 ай бұрын
super useful. This was like the best video out of all I watched regarding this.
@tlskillman2 жыл бұрын
Great video. Just what I need. My app was running well but look like crap on the Quest 2. Now it's great. Thanks for taking the time to make such a clean and clear tutorial. The best!
@michaeljohannes9279 Жыл бұрын
Tried everything to get my app deployed to my Oculus without jitter and clean meshes, but this video did the trick! Thanks!
@LudicWorlds Жыл бұрын
Glad it helped! I would also recommend switching your graphics API to Vulcan (instead of OpenGL ES). Around the time of this video I was having issues with Vulcan (frame stuttering), but this has long since been fixed.
@beardordie53082 жыл бұрын
Thanks for this. Matches what an Oculus guy said to use during a Unity talk. But if you want to specifically limit to Quest 2 and not support Quest 1, you can change minimum Android version to 10 instead of 6
@chalie42 Жыл бұрын
If you dont need Quest 1 support, what are the benefits of the higher minimum Android version?
@beardordie5308 Жыл бұрын
@@chalie42 idk man that was a year ago, I barely remember what happened this morning. I probably didn't even know a year ago tbh
@chalie42 Жыл бұрын
@beardordie5308 hahaha all good ma dude
@TkMe2Mrz Жыл бұрын
omg thank you so much! this has been kicking my butt trying to figure out what the problem was by myself. I just couldn't figure it out. I feel better now about this project. Thank you thank you thank you!
@AnthonyRosbottom2 жыл бұрын
Hi mate it’s Bliz. Nice vid. Gary has given me a quest 1 so going to get that set up soon!
@LudicWorlds2 жыл бұрын
Cheers Bliz! :) I've been working mainly with the Quest over the last couple of years, so I decided to make some tutorials about what I've learnt (should all work on quest 1 also). How are things with you?
@ThePavilionWeb Жыл бұрын
Really helpful, thank you!
@jordanelevons16852 жыл бұрын
Saved my butt on a project, thank you.
@r1pfake5212 жыл бұрын
Thank you. Which lighting and shadow settings (inside the URP asset) would you recommend for people who want to try real time lighting on Quest 2?
@PG13park Жыл бұрын
yeah?
@funboys10002 жыл бұрын
amazing video! not too slow not too fast ... perfect tempo !
@ravd123 Жыл бұрын
Great Video, Very helpful thanks.
@LordQuimby2 жыл бұрын
Thanks for this tutorial
@miniatvrestudio2 жыл бұрын
Excellent tutorial. Thanks!
@MrRafal09872 жыл бұрын
Works like magic!
@ashfaqmuhammed81359 ай бұрын
how to solve edge flickering and improve quality of texture ,any tips?
@theyogabios2 жыл бұрын
Thank you for sharing this Sir.
@mariaelenafusceneco2 жыл бұрын
I'm glad I found this video. Thank you!!
@balajirao7400 Жыл бұрын
i usually run into problems when using Low overhead mode (GLES) it disables video playback and audio in my current project...
@creationsmaxo2 жыл бұрын
At the moment, one way of Optimizing an Unity Project for the Oculus/META Quest 2 is to... either to just not use Unity or write your own VR code (good luck with that) from scratch. Now I will point out that I'm a dev that love Unity more than any other engine and it pains me to write this, but it's the sad reality. Unity devs have made it so that you can't properly optimize the XR codes for ANY standalone VR headset (basically, for a mobile-friendly environment). The XR scripts' codes are written in a way that can easily takes as much as 1/10 of the Quest 2 memory and Garbage Collector pulls list capacity just from using them. It's as if what was explained by Unity Technologiess own devs Ian and Mark from the 2016 Unite event never existed : kzbin.info/www/bejne/oGW8coxpa92drac Seriously, I just got into VR (got a Quest 2 headset so why not) and the first thing I'm hit with is a "Sorry, the codes can't be changed. Submit a bug or contact help to request exposed data or fix any issues you're facing." All the codes is tightly coded and interlined together and you can't edit them, but only override or inherit them. In other words, you're forced to work codes that were never meant for an limited mobile-based environment like the Quest 2.
@AntonVish Жыл бұрын
well, combining different technics and keeping the limits you should keep you can achieve good results :)
@DextraVisual Жыл бұрын
WORD OF WARNING. if you are applying the change of ETC to ASTC and your project is large, only select the ASTC at the very end of the day or before you go to bed. It doesn't compress only what is needed at the build stage, it will compress every image in your asset folder and snarl your PC up with no option to cancel. Mine took 4 hours! I had to take the rest of the day off and almost missed a demo deadline.
@LudicWorlds Жыл бұрын
Thanks for the tip! 👍
@youtubetraveler924611 ай бұрын
If you made for PCVR, what would you change the Quality settings to, and also the URP settings? Would it still be the same?
@LudicWorlds11 ай бұрын
You should be able to get away with considerably higher settings with PCVR. You could experiment with higher particle counts, post-processing, larger / anisotropic textures, more advanced shaders (with more than 1 pass). You could even use the Built-in Render Pipeline (although I would still avoid HDRP). I would still try and use baked lighting wherever possible though.
@rodrigo.cs.machado Жыл бұрын
Hi, no matter what modifications I make, my project doesn't get passed to Quest 2 and doesn't even start when using "build and run". But if I create another new project and build it works normally. And even though I changed all the settings to make it look like a clean project, it still doesn't play for the oculus. Previously I had managed to do it, but I uninstalled it to build a more updated version, must that have created a problem?
@BenSyzek2 жыл бұрын
Thanks for the great tutorial! Do you know if these settings also work well for the Quest Pro?
@LudicWorlds2 жыл бұрын
I don't own a Meta Quest Pro, but I would indeed take a similar approach. I would also recommend using Vulcan now (rather than Open GLES as shown in the video).
@daveD06072 жыл бұрын
Thanks for the video! I've been watching it several times now for different projects. A graphical glitch occurs for me as multiple video sources are being played on the same render texture only when i activate Low Overhead Mode. Maybe that helps to reproduce the glitch.
@bella-rp2rw2 жыл бұрын
Hello everybody,i am creating a VR game but i have an error,when i build in my oculus quest 2 standalone it crushes,it is like the game blocks,i can see the game but it is blocked and there is also a black screen and i don't know why. I have very low beanches,more than 70 fps 8/10 ms of latency and really low triangles in the game,i use backed lightmaps ecc... Do you know a possible solution to the problem?. It happens just when i build it in the standalone,when i do the play mode on unity3d it is all ok
@bella-rp2rw2 жыл бұрын
Problem solved
@amraouiyassin96022 жыл бұрын
@@bella-rp2rw hi bro i have the same issue can you tell how did you solve it
@bella-rp2rw2 жыл бұрын
@@amraouiyassin9602 disable developer mode in the building settings,for me it was the problem
@AlessandroNardi_DA6 ай бұрын
Hi, I see that you disable post processing completely, so there is no way to use post processing bloom effect on a quest 2 project?
@LudicWorlds5 ай бұрын
The Quest 2 uses a tile-based rendering architecture, which makes full-screen render passes, such as those required for post-processing effects like "Bloom", quite expensive. While you can use post-processing effects if they are crucial for your app, it's important to be mindful of the potential performance impact.
@AlessandroNardi_DA5 ай бұрын
@@LudicWorlds ok thanks, there is any difference with quest 3?
@LudicWorlds5 ай бұрын
The Quest 3's GPU also uses tile-based rendering, so you still need to keep that in mind.
@TedThomasTT2 жыл бұрын
Il2cpp comes with the android module anyway, no need to install the windows version. Great video though.
@rumariomusic2 жыл бұрын
using vulkan engine?
@LudicWorlds2 жыл бұрын
Yes, you can certainly use Vulkan. I had performance issues with Vulkan on Quest 2 not so long ago. However, I've just switched a recent project over to Vulkan (from OpenGL ES) and it works like a charm!
@llupiy2 жыл бұрын
@@LudicWorlds But on 3:46 you recommend to only have OPENGLES3 present. When I do this, one of my scenes glitches a lot and stalls.
@LudicWorlds2 жыл бұрын
@@llupiy But it works with Vulkan? Previously, I have had issues with Vulkan whereas OpenGL ES3 would work reliably - Vulkan seems to be working well now though (at least with the project I've tested it on).
@llupiy2 жыл бұрын
@@LudicWorlds Yes, my problematic scene worked better with Vulkan and after applying all your other optimisations tips, the app is stable and running good on the Quest 2. Thanks!
@kacpergasior4948 Жыл бұрын
Why did you disable Vulcan?
@LudicWorlds Жыл бұрын
Around the time of making this video, Vulcan was causing issues with URP (i.e. frame stuttering). This has since been fixed, so I would recommend using Vulcan over Open GLES now, as there is a noticeable performance increase.
@barboradarmova13682 жыл бұрын
Why OpenGLES3 and not Vulkan?
@LudicWorlds2 жыл бұрын
You can definitely use Vulcan, in fact, I've seen a noticeable performance improvement using it over Open GLES3. A few months ago, however, I was having issues with Vulcan combined with URP (frame stuttering). This has been resolved now.
@rumariomusic2 жыл бұрын
asynchronous spacewarp?
@LudicWorlds2 жыл бұрын
Do you mean Application SpaceWarp ( Asynchronous Spacewarp kicks in automatically when needed )? There's a great video covering AppSW here: kzbin.info/www/bejne/rKGmqomXmbZprNk
@PotatoVr_271_Live8 ай бұрын
Edit isnt whowing up
@XiaoXen Жыл бұрын
cry so close to reaching that stable 72fps
@LudicWorlds Жыл бұрын
Try using the Vulcan graphics API, instead of Open GLES (if you haven't tried this already). The video was recorded when I was experiencing issues with Vulcan in Unity but this has since been resolved.
@thomasvangemert Жыл бұрын
This is a bit disappointing. You're narrating what is literally in the Quest 2/Unity documentation without explaining how/why the settings make a difference. You're not wrong: All of these settings are pretty much required, but I was hoping for something more in-depth. At the very least you could link to the documentation, which has a lot of helpful information (although some of it is outdated). This video feels like it's aimed at absolute beginners, without directly marketing to absolute beginners. Perhaps that's why I had different expectations.
@tylerstafford76362 жыл бұрын
Everytime i try to make a unity build i get this error, this is a brand new unity and new hub I just redownloaded them just in case. But it says “FileNotFoundzException: Failed to find $C:/users/desktop/2021.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\GradleTemplates\mainTemplate.grade
@LudicWorlds2 жыл бұрын
Yes, I'm seeing this also! Unfortunately, there seems to be an issue with the most recent version of Unity (2021.3.6f1). You can either downgrade your project to 2021.3.5f1 or you can apply this fix: kzbin.info/www/bejne/iIfXcneVppV9qtk
@tylerstafford76362 жыл бұрын
@@LudicWorlds Thank you for replying ive been struggling so much with this, I have tried that fix and idk why but i couldnt get it to work, ill probably just downgrade i just didnt wanna have to redownload it all.