I'm starting a new project and want to know if there is a recommended
stack for VR development?I'm thinking 2019.4 LTS with standard (legacy)
renderer and Oculus integration. Does that sound right?Not sure any of
the scriptable render pipelines or th...
On the app management page, there is this announcement:NoticeDue to an
issue we are investigating, applications built with V23 of the Oculus
Mobile, Unity or Unreal SDK should not be submitted or updated. If
you've already updated, please rollback t...
mightycoconut said: I'm using URP (upgraded from OG LWRP) and getting
~400k tris through it at steady 72fps. Had to optimize quite a bit, but
pretty impressive. Some of the shaders on the avatars/controllers
weren't supported so you might have to upg...
mightycoconut said: I'm using URP (upgraded from OG LWRP) and getting
~400k tris through it at steady 72fps. Had to optimize quite a bit, but
pretty impressive. Some of the shaders on the avatars/controllers
weren't supported so you might have to upg...
rib said: I've been using LWRP, now URP for fair while on Quest and I've
been happy with the performance so far (profiling, I'm able to hit 70fps
ok with the content I'm building). I currently have a separate render
pipeline asset configured for Ques...
K9Ch33tah said: I'm currently using URP It but depends if you want to
use some urp feature like shader graph. Otherwise 3d is a bit more
stable at the moment.I can live without shader graph if I need to. Just
wondering if the performance of the URP i...