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Requirements & Optimisation
YvetteW edited this page May 16, 2018
·
62 revisions
- 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.
- To end your Experience
- Add
using Liminal.SDK.Core; - Then call
ExperienceApp.End();to end your Experience
- Add
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 the[PreferBinarySerialization]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, a listener for the
ExperienceApp.Initializeevent
- Do not call
[DontDestroyOnLoad()](https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html)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
We highly encourage all users to have some form of screen transition for the end of their Experience.
- Liminal supplies a screen fader with the Liminal SDK. This can be easily called from within your scripts.
- To fade out at the end of your Experience:
-
Add
using Liminal.Core.Fader; -
Then call-
var fader = ScreenFader.Instance;fader.FadeTo(Color fadeColor, float fadeDuration);
-
Everything You Need to Know to Develop for Oculus Go by Oculus (20th April 2018)
Squeezing Performance out of your Unity Gear VR Game by Oculus (12th May 2015))
Unity: Android Optimisation Guide by IronEqual (18th August 2017)