Hi Victor&community
We are working on a VR project which shall be built for Android platform (Quest2).
We are using CC Unity Tools URP 1.4.3 in a Unity 2021.3.9. project / URP 12.1.7. There are around 10 different avatars, 5 max in one scene. We are striving for fotorealistic quality of the avatars and are very happy with the import results in Unity. However performance is suffering massivly. Reducing the environment and direct lights to the minimim and the mesh combine asset has helped, but as soon as there is more than 1 cc avatar in the scene, performance is dropping badly. A VR agency is helping us on optimizing performance via project settings, lightning etc, but they have doubts whether we can stick to our fotorealisitc avatars. We are using RL_HairShader_Variants_URP and RL_SkinShader_Variants_URP and work with the baked prefab. Obviously transparency is a driver. For importing the characters we have used the settings recommended in the cc unity tools docu. Do you have any recommendations or experiences in how to optimize CC unity imported avatars for android platform? Any specific shaders or (import) settings? We are ready to sacrifice some level of quality of the avatars to be able to stick to android platform. The context is a research project and the research design is not so suitable to build for Windows and use the App with a PC and Oculus (air) link.
Thank you very much in advance for any hint!
76% of original size (was 660x19) - Click to enlarge
76% of original size (was 660x19) - Click to enlarge
76% of original size (was 660x19) - Click to enlarge