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@monsieurh
Last active February 1, 2017 08:43
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Unity Daydream VR Notes

Performances

  • 2xAA
  • Disable real time shadows
  • Disable "Use 32-bit Display Buffer"
  • Stick with Forward or Vertex rendering
  • Enable Multithreaded Rendering
  • Enable Static and Dynamic batching
  • Graphic Jobs MAY improve performance Source

Bugs

Image effects with Daydream work but lead to flickering

There is a bug in the Daydream driver that crops up if you use Post Processing effects in Unity. There should be a fix for this before the EOY but until then the suggestion is to not use any Post Processing in Daydream. Source

App quality requirements

Following requirement extracted from [Daydream App Quality Requirements] (https://developers.google.com/vr/distribute/daydream/app-quality), emphasis mine.

User interface

UX-D5

The cursor is shown directly in front of the user, without any lateral offset (not off to a side or behind the user). If you are rendering the cursor in the wrong position after a recenter, it is because you are not handling the cursor's position properly.

UX-C2

Additionally, your app should not expose custom UI controls for changing [hand] preference only in the context of your app.

Performance

PS-P3

Your app must not hit the device’s thermal limit resulting in a warning message displayed to users during the course of a 30-minute play session.

Publishing

PB-P2: App has a VR Icon

To have your app appear in VR Home, you need to provide a VR icon.

PB-P3: App has a 360° stereo photosphere

In Play VR, when users are viewing the details of your app, you need to display a photosphere as the surrounding environment.

PB-P6: App has the correct Motion Intensity level

No Motion (0 degrees of freedom) Only user-controlled head movement. No other virtual motion; locomotion can be achieved through teleportation and still maintain a No Motion level.

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