Finally got my 3rd-person RPG efficient enough to run on Oculus Quest

Dec 8, 2019 11:11 PM

GHSoftware

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Finally got my 3rd-person RPG efficient enough to run on Oculus Quest

It's been an amazing journey to get my project onto the Quest. I've split the map into six zones. Reduced the NPC count to one fourth original design. Gone to very low poly characters (currently Synty placeholders). Changed the skybox to a single color. It's been built and rebuilt probably six times completely. Still a long way to go but feeling so much more confident.

gamedev

unity3d

oculusquest

vr

Every step is one inch closer to finishing your game! Keep at it!

5 years ago | Likes 1 Dislikes 0

The release video they covered a lot of good practices you can use too. Like combining as many objects possible into 1 with shared materials

5 years ago | Likes 2 Dislikes 0