Template project designed to serve as a reference for developing on the Oculus Quest 2!
- Create a new VR project with mobile, scalable 2d or 3d, and raytracing disabled. You could also use a blank project, but the VR project set up reasonable input mappings for you.
- Add Android and Win32 to the supported platforms.
- Add "MotionControllerMap" to the list of maps to include in packaged build. (ontent not included in the maps will not be packaged, reducing the package size)
- Check cook only maps
- Exclude editor content
- Add your used maps to the List of maps to include in a packaged build
- Enable forward rendering. (forward rendering has better performance on lower specc'd devices and is a good choice for virtual reality applications)
- Enable msaa and set mobile MSAA to 4x (switches to an anti-aliasing appropriate for forward rendering with a reasonable quality level)
- Instanced stereo enabled (performance improvement that reduces cpu usage)
- Mobile HDR disabled (mobile hdr is reportedly dodgy on the quest)
- Run configure now after setting up for Android development
- Set Android package Name
- Set the minimum SDK version to 23 and target to 25
- Ensure fullscreen immersive is checked
- Uncheck support OpenGL ES3.1 and support Vulkan instead (improves CPU performance)
- Add Oculus Quest 2 and Oculus Quest to package for Oculus devices array
- Enable specific color gamut with the Quest color space
- Enable HQDistortion
- Enable FFRLevel on Low
- Enable Chroma Correction
Open the "Launch Oculus Performance Window Mode" as well and review these items.
- Under File > Package Project > Android select Android (ASTC), opening a file dialogue
- Create a new directory "Build" in the top level of your project
- Select the "Project/Build" directory as the destination for the Android build