The ‘Recommended Project Settings’ window can found through the ‘8i’ menu at the top of the Unity Editor.
This window will prompt you if it detects an issue with your project settings, it can also fix common problems with a single click.
Use lower resolution data
It is recommended using this table when choosing which resolution to use for your application.
Resolution | PC | Mobile | About |
---|---|---|---|
1,500,000 | Y | N | Not recommended for mobile |
800,000 | Y | Y | High end mobile device is required |
600,000 | Y | Y | |
400,000 | Y | Y |
The filename of the hvr file will tell you the resolution. This number represents the density of the data and the overall quality.
The naming convention is [NAME]_[Resolution]_[FrameNumber].[Extension]
Most files follow this naming convention. If you are not sure, please send an email to your contact at 8i.
Ie: BOXER_200_tc_v01_800000_001009.hvr will be:
Name | BOXER_200_tc_v01 |
Resolution | 800,000 |
Frame number | 1009 |
Change the HvrActor render method
It is recommended to use the ‘FastCubes’ render method in order to improve performance.
Change the HvrRender render mode
The ‘Direct’ render mode provides the best performance and memory usage.
There are downsides of this method which are outlined in the HvrRender section of this documentation.
Mobile Performance Tips
As mobile platforms perform much slower than desktop systems it is recommended that hvr frames with point counts of 600k or less are used, with the recommended point count being around 300k.
It is recommended to use the ‘Direct’ HvrRender render method on Android as it is the best performing renderer.
It is recommended to use the ‘Point Sprite’ render method in all cases. It is the best performing render method provided.
The current alternative, ‘Point Blend’ does not work on some older devices, and is around twice as expensive to render.
Common Problems
Android
Make sure that under the PlayerSettings that the targeting GraphicsAPI is GLES3 and that your device supports GLES3.
The PointBlend render method does not work on some older mobile devices.
There is a known issue that on some devices, that when the ‘Split Application Binary’ option is enabled, the HvrRender component may not be able to load the Standard shaders. Go to ‘Edit/Project Settings/Player’ and make sure that the option ‘Split Application Binary’ is not checked.
The current release of the Unity Editor for DayDream ( 5.4.2f2-GVR13 ), will not use the AndroidManifest.xml file that is provided within the plugin. This means the hvr frames will not be extracted or read from the devices storage upon installing the build.
It appears as though this build of the Unity Editor has a bug where it will not use and AndroidManifest.xml file that is not located at this specific location project_name/Assets/Plugins/Android/AndroidManifest.xml
Until this is fixed within Unity, it is recommend to copy the AndroidManifest file from this location 8i/core/platform support/android/plugins/AndroidManifest.xml to project_name/Assets/Plugins/Android/AndroidManifest.xml
Some devices do correctly allow the OBB file to be copied to the device when using the “Build and Run” option in Unity, and in some cases will silently fail to update the OBB when the project is built. If this occurs, the OBB file will need to be manually copied to the development device.
So far only the Samsung Galaxy Note 5 has been observed with this issue.