Galaxy Forces VR
- Steam: Using unity 2021.3.25f1 (2021.3.8f1 before 20230525, 2019.2.10f1 before 20220827) (the default branch)
- Multiplayer: Using unity 2021.3.25f1 (2021.3.8f1 before 20230525, 2019.2.10f1 before 20220827)
- Meta PC: Using unity 2021.3.25f1 (2021.3.8f1 before 20230525, 2021.1.6f1 before 20220827, 2020.1.13f1 before 20210526) (Use this on macOS)
- Meta Quest: Using unity 2021.3.8f1 (2021.1.6f1 before 20220827, 2020.1.13f1 before 20210526)
- WebReplay: Using unity 2021.3.8f1 (2021.1.6f1 before 20220829)
Version differences
- Steam: URP, Postprocessing, Use UnityEngine.XR.InputDevice, Single pass Instanced rendering, D3D11, OpenXR
- Multiplayer: URP, Postprocessing, Use UnityEngine.XR.InputDevice, Single pass Instanced rendering, D3D11, OpenXR
- Meta PC: URP, Postprocessing, Use UnityEngine.XR.InputDevice, Single pass Instanced rendering, D3D11, Oculus
- Meta Quest: SRP, No postprocessing, Explosion has no Shockwave, Use UnityEngine.XR.InputDevice, Multiview rendering, OpenGLES3
- WebReplay: URP, Postprocessing, WebGL2
Development on macOS or for Win/Linux without VR Define NOOCULUS, delete Oculus folder
TODO
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Quest: Instead of Glow with postprocessing, do it with a colored stretched transparent billboard. Tested but no good.
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Maybe reduce transparency on status bar.
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Planets are rendered differently on Quest then the rest URP projects. Update to the same tree later.
Dev screenshot