After researching best practices and techniques for VR optimization and multiplatform development, I developed my own demo built for Quest 2 and the Valve Index. In this project, I decided to start learning Unity XR Toolkit to build a platform agnostic experience. The plugin actually worked pretty well for this demo. I designed the controls to be physical buttons and the simple grip button that is pretty standard across VR platforms. Doing this made building for different platforms easy since I only had to adjust build settings to switch between PC and Android builds.
The video below showcases the difference in performance when taking the same environments and optimization settings between platforms. Optimization is a tricky art and I look forward to learning more about it.
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AuthorInterested in Level design, Procedural Generation, System Design, Geospatial Technology, and many other aspects of Game Development. Archives
March 2021
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