Hi all - Whenever I open up the local server that hosts my build on the Meta Quest 2, it immediately causes the Meta Quest to lower its framerate (the whole device, not just the items inside of the browser) *by a ton to the point the Meta Quest has to be turned off because it’s unusable. I’ve already tried
Combining meshes into fewer meshes
Deploying with half of the objects removed from the build
Compressing the materials that are on the meshes for each material
Added a MeshCompression component and TextureCompression component into the object group that I am suspecting is causing the issue - honestly, unsure what exactly the components do.
I can’t record a video because the framerate drops so low on the Meta Quest itself I normally have to shut it off.
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can you share more information about your scene? It looks like you have a lot of Objects in your hierarchy. How many objects and meshes do you currently have in the scene?
A few things to try/test:
Enable Auto Compression in ExportInfo. It will compress your meshes and textures to reduce bandwith (be more gpu friendly) for your local server. This is automatically done for production builds but if you want to test performance on a local server this is what will run compression during development
MeshCompression & TextureCompression components only modify the compression settings that are used when AutoCompression is enabled
Enable “Static” in the GameObject setting for objects that are static in your scene
Connect your Quest to your PC via USB and enable USB debugging, in chrome go to chrome://inspect#devices遠端偵錯 Android 裝置 | Chrome DevTools | Chrome for Developers and capture a performance profile (via F12) or share a live build of your website
Hi - I am unsure how to find out how many there are (my friend created the meshes), but there was definitely a lot just based on visuals. For instance, we were trying to create things with realistic grass (image below) and cobblestones and bushes.