

Roles: Developer, VR Specialist
Team Size: 10-20
Unity’s built in optimization systems where proving far to inefficient for Quest, and with the simple, linear, nature of our levels Unity’s systems demanded far to much overhead.
I developed a simple stage based system for us to ship our own level occlusion. A volume base system that uses precomputed level sections. These sections are connected to prebuilt mash sections that cover all possible camera perspectives.
The level sections can also control all sub objects in their area, and multiple sections can control the same set of objects to avoid duplicate data and objects.
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