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Preparing a large 3D file in Unity for Oculus Quest

Discussion in 'AR/VR (XR) Discussion' started by PaintX, Feb 12, 2020.

  1. PaintX

    PaintX

    Joined:
    Feb 12, 2020
    Posts:
    1
    I have a large (700MB) .obj 3D file from a Faro Laser 3D scanner.
    Meshlab tells me that it is 6 297 704 vertices and 12 395 899 faces. a bit too much for the Oculus Quest as it looks like. but if I reduce it to e.g. only 100 000 vertices all details will be lost. I still have the point cloud too.

    Can I prepare the file in a way that it can be processed by Unity and the Oculus Quest?

    Maybe someone can point me in the right direction.

    Thanks a lot
     
  2. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    9,448
    more than few million points should work fine still.

    although need to keep everything else in minimum also,
    no image effects, enabling monocular view helps alot and might not be noticeable, low overhead mode, use minimal shade, can reduce view distance if its large area etc.


    Ad: can draw point cloud meshes in quest also, i've tested it using point cloud (with about 6m points) that is split into smaller mesh pieces with my paid asset store point cloud plugin.
     
  3. mcmount

    mcmount

    Joined:
    Nov 15, 2015
    Posts:
    83
    Download the Teatime's Vrifier, that's created for it.