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Requirements & Optimisation
- The only version of Unity we currently support is 2017.2.0p4
- Experiences should consist of a single Unity scene. Only this scene will be included in the .limapp package and attempting to load other scenes from your Unity project will not succeed.
- Experiences must maintain a framerate of at least 60fps on all supported devices, in line with requirements for the GearVR and Google Daydream platforms.
Add
using Liminal.SDK.Core;
Then call
ExperienceApp.End();
To end your Experience
Edit > Project Settings > Player > Android > XR Settings > Stereo Rendering Method = Single Pass (Preview)
- Liminal SDK is intended for use with C# scripts. Scripts written in UnityScript/JavaScript and Boo are not supported.
- Do not change the global state of the project within your scripts.
- Do not change the timescale. It should always be set to the default value of 1.
Plugins can be used as normal, but imported scripts must comply with these requirements in the same way as your own scripts. When choosing whether to use a plugin, review its code as well as its terms and conditions carefully.
- We discourage using licensed plugins.
CurvyPostprocessing
- These classes need to have a constructor without an argument if they use constructors.
- Data may be lost during instantiation if the object is not in the scene.
- Serializable classes that reference a scriptable object need the scriptable object to have
[PreferBinarySerialize]attribute
- These will be initialised the first time the experience is loaded, but not necessarily before each time it is run. If the Experience depends on static variables, ensure these are correctly initialized, for example from a listener for the
ExperienceApp.Initializeevent
- Do not call
DontDestroyOnLoad()anywhere within your scripts.
You must own the rights to all the content within your submitted Experience or they must comply with the conditions of the original content owner.
- Copyrighted music
- Logos or direct references to brands
- 3D models and assets must comply with re-use for commercial purpose
Everything You Need to Know to Develop for Oculus Go by Oculus (20th April 2018) https://developer.oculus.com/blog/everything-you-need-to-know-to-develop-for-oculus-go/
Squeezing Performance out of your Unity Gear VR Game by Oculus (12th May 2015)) https://developer.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game/
Unity: Android Optimisation Guide by IronEqual (18th August 2017) https://medium.com/ironequal/android-optimization-with-unity-3504b34f00b0