Hi , i'm trying to build for oculus quest. I use baked shadow and baked GI . I have couple fo problems : 1. in oculus the shadow is very pixelated even i turn up the quality setting. 2. i can see a weird shading on the objects ( look at the left and middle red ball on the screen capture no.2) 3. Light is leaking from the corner where the walls meet each other where there is no gap at all (celing and wall on screenshot #1) Pls check the screenshot for detail. https://imgur.com/a/4B1I7aB Here's the setting i used : LIGHTING realtime global illum : OFF Baked global illum : ON Lighting Mode : Shadowmask Lightmapper : Progressive CPU Direct sample 512 Lightmap resolution : 40 Lightmap size : 4096 DIRECTIONAL LIGHT Mode : mixed shadow type soft shadows shadow resolution : use quality setting QUALITY SETTING quality set to ULTRA Anti Aliasing 8x Shadow resolution : Very high Shadow projection : stable fit.
I know this is old but, Maybe your quality settings were set to use lower texture quality. Check what quality settings are active for your android builds...
I was checking this today and also was unable to get higher resolution on quest (both urp & built in). As if it's defaulting those shadowmaps to low / very low quality. I'm not sure what is the above example, but looks like built-in pipeline, given the settings @Metaclay is sharing.
Make sure the quality tiers are the same and if you use BiRP also check the graphics settings in project sett
Solved it here. Quality tiers did end up being the problem, in a sort of roundabout way. For whatever reason, Oculus Quest seems to override to the stock "medium" setting, regardless of what is actually selected. I hadn't eliminated the others as this project does get built to PC sometimes, but doing so corrected the Quest build. Interesting caveat I don't see documented anywhere.
You need to press the arrow below the checkboxes and set the default for the platform. That is marked as green.