Optimize your Unity Game Settings for the Meta Quest

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  • čas přidán 1. 12. 2022
  • In this video, we explore the settings Meta recommends for Unity and what each of those settings mean. The Oculus Quest 2 works as a mobile VR device, which can have many limitations. Optimizing is vital for creating great experience for our players if we want to be able to target one of the most dominant VR devices currently in the market!
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Komentáře • 36

  • @dedios3085
    @dedios3085 Před rokem +5

    You’ve been going crazy with the vr optimization uploads, keep going ima need all this once I’m done with the map I’m working on

    • @FistFullofShrimp
      @FistFullofShrimp  Před rokem +1

      Exploring optimization has been a ton of fun! Happy to hear you're finding them useful. 🍤 🦐

  • @CameronPenner
    @CameronPenner Před rokem +6

    Thanks for doing all this research and putting it in a video. It was very easy to follow along and check all the same boxes. Time to make a build and see how it runs!

    • @FistFullofShrimp
      @FistFullofShrimp  Před rokem

      Thanks for this comment. It definitely takes a bit to put it all together and research these videos, but it's worth it if it helps yall out!

  • @christiandrinkall9364
    @christiandrinkall9364 Před rokem +4

    Brilliant stuff - been going through optimization stuff over the past few days for my quest 2 project and this is just super useful. Keep up the good work

    • @FistFullofShrimp
      @FistFullofShrimp  Před rokem

      Cheers! Always happy to help. 🍤

    • @olivername
      @olivername Před rokem

      @@FistFullofShrimp hi I done all the settings but on quest 2 comes up as small and not big window

  • @rinedz893
    @rinedz893 Před měsícem +1

    thank you soooo much!!! for that i will not skip your adds in return!! :)

  • @AntonVish
    @AntonVish Před rokem +2

    Thank you for another cool video!!! Please, do more!!!

  • @hernandonj
    @hernandonj Před 11 měsíci +2

    Thanks for the tutorial videso, they are great!
    Would you mind doing the same series with Unity 2022?

  • @leeandroo
    @leeandroo Před 5 měsíci +2

    muchas gracias, me salvaste la vida

  • @lucutes2936
    @lucutes2936 Před 2 měsíci +1

    Thx

  • @lucutes2936
    @lucutes2936 Před 2 měsíci +1

    thx

  • @Balakademi
    @Balakademi Před rokem +3

    Thank you. Lots of things changed since 6 months ago. May you update this video for URP?

    • @FistFullofShrimp
      @FistFullofShrimp  Před rokem +2

      Currently updating a ton of old content as we speak! Woo-hoo 2022 LTS!!

  • @billybobthe9thjr786
    @billybobthe9thjr786 Před rokem

    hey i got a problem with the only 1 pixel light count since my game is set in a store with mutliple lights on the roof, so what do i do cus if its set to one then i only have the sun's light outside.

  • @Iconvr682
    @Iconvr682 Před měsícem

    how do you fix urp build everything is pink but its not in the scene view?

  • @gajeelredfox7159
    @gajeelredfox7159 Před rokem +2

    hello thank you for the video !. I set up everything you said in the video it works well. But in build the rendering is totally different from play mode. You know why?

    • @alexdoho
      @alexdoho Před 8 měsíci

      have you found a solution please?

  • @heavyequipment3846
    @heavyequipment3846 Před rokem +2

    Hello, thank you always,
    1 qeustion,
    In texture compression i can see 'powerVR' what about this, intead of ASTC?

    • @FistFullofShrimp
      @FistFullofShrimp  Před rokem +1

      Solid question! I had to look some things up, but hopefully have an answer. You can use PowerVR compression, but it's not officially supported by the Meta Quest 2, so it would limit deploying to that device. PowerVR compression has also been shown to produce artifacts/distortions depending on what texture is being compressed. A bonus of PowerVR is that it's useful when targeting older devices, since ASTC is typically only supported on newer devices. Cheers!!

    • @heavyequipment3846
      @heavyequipment3846 Před rokem +1

      @@FistFullofShrimp Thank you sir!

  • @yifengchen5274
    @yifengchen5274 Před rokem

    does this work on Quest Pro?

  • @FORTNITESLOTH220
    @FORTNITESLOTH220 Před rokem

    please teach us how to add a iap button and how to create everything needed to press it like a line pointer thing.

    • @KnotLucapook
      @KnotLucapook Před rokem

      XD i was looking for this video to optimize my gtag fan game too lol since i see ur making one

  • @BerryTheBnnuy
    @BerryTheBnnuy Před 2 měsíci

    I'm concerned about using URP in a Quest... I have a project that requires URP for a specific shader. Thing is, it's also not a very graphically intense project. It's just a 2D game that gets displayed on a plane in VR with render textures. So there's like almost no polygons and almost no drawcalls, I figure it should be basically fine.

  • @ladyupperton23
    @ladyupperton23 Před rokem +2

    Great video! You sound so handsome!

  • @TrentSterling
    @TrentSterling Před rokem +4

    B-bbut linear colorspace runs worse on android/quest 2! Switching to gamma is like +20fps in my project (which is targeting 120hz)

    • @FistFullofShrimp
      @FistFullofShrimp  Před rokem +4

      That's a pretty big jump in fps! You're also 100% correct. I think Meta's suggestion for linear colorspace is to strike the balance between performance and quality, but I might have to pin a comment mentioning this. Thanks for this comment!

    • @mrpants98179
      @mrpants98179 Před rokem +2

      Why are you stuttering in a youtube comment?

  • @KnotLucapook
    @KnotLucapook Před rokem

    When i do all of this stuff and i build my game, i can only see out of one eye and the left eye is white, what do i do?

    • @DextraVisual
      @DextraVisual Před rokem

      That sounds like a unity Post Processing issue. If you build without PP active does it go away?
      I use Beautify for VR post processing and it seems to work better than unitys built in stack.

    • @KenHaise
      @KenHaise Před 3 dny

      @@DextraVisual im having the same issue, when i deactivate post processing it still has the left eye white.