- 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
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
Following requirement extracted from [Daydream App Quality Requirements] (https://developers.google.com/vr/distribute/daydream/app-quality), emphasis mine.
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.
Additionally, your app should not expose custom UI controls for changing [hand] preference only in the context of your app.
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.
To have your app appear in VR Home, you need to provide a VR icon.
In Play VR, when users are viewing the details of your app, you need to display a photosphere as the surrounding environment.
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.