How To: Game Development Best Practices for Quest 3 using Unreal Engine 5

yes im becoming increasingly confident that the Nanite fallback for mobile rendering is good at combining objects to reduce draw calls so combining the actors into one is redundant advice. I believe it also handles occlusion independently in some way (does it do its own precomputed occlusion… is the Oculus branch occlusion solution implemented if Nanite is enabled)

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