Hey all
So I need do make some small internal realistic environments for the oculus quest (untethered) in Unity and just considering options for creating the environments. Looking for it being effient as possible so draw calls down to the minimum.
The idea is that i`d make an office enviornment and bring in assets
into the scene ie chairs, tables,etc. Then go around each object assign
mat id. create one large texture atlas uv for the entire environment,
and then take it into substance painter add all the materials, and then
bake out 4k albedo, roughness , metallic, ao,etc
Then combine all objects, export as fbx and take that into unity and bake lighting as a static object.
Does this sound like a good workflow? or is there another way i can do it?
Thanks in advance,
Replies
if it's a relatively small area and the tri count is low enough then that would be fine, but otherwise you'll be rendering a lot of stuff that isnt in view since it'l all be one piece.
I'd recommend everything up to the part of combining the meshes. If you have a bunch of separate pieces sharing the same material you get a number of advantages:
Draw calls, tri count and render passes are your greatest enemies when it comes to the quest so take care to keep all of these as low as possible. Also get comfortable with the gpu profiler to make sure that you're actually getting the savings you should be getting as the quest's tile renderer loves to break batching.
Feel free to pm me if you have any specific quest issues, i've been dealing with that thing in one form or another for about 3 years now so i've just about figured everything that can go wrong
I`ll PM you if thats ok as i have quite a few questions.