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Question, Mobile support (android/quest 2) #134
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For mobile (and android+quest 1/2) But, its quite limited on how many points you can have on view, Ccan have more in scene, but need to adjust camera view distance and try using Lods in the converter, to keep actual visible point count lower than total point count. |
Awesome, thank you for getting back to me! |
HI, it's nearly two years later so I'm wondering if there is a different answer to this question now, specifically with the more powerful Quest3 headset since released. |
Recently tested Quest 3 standalone builds, ideally would split the mesh to grid, that helps a bit (that mobile scene mesh is not split, so it doesn't get culled..) example: there is some hope that this plugin supports Quest devices, |
To make sure I understand correctly, it appears this plugin doesn't support builds to android yet? aka I couldn't build this to an Oculus 2 then?
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