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Question by spaceplunge · Jul 28, 2016 at 11:29 AM · vroculus

How to speed up initial loading time?

From the common issues article regarding Gear-VR submission:

"App must begin accepting input, respond to head tracking, and display graphics within 4 seconds of app startup"

(https://developer.oculus.com/documentation/publish/latest/concepts/publish-common-issues/)

Since the custom Unity Plus loadscreen for VR seem to have severe problems with head tracking, we tried to implement our own (using LoadSceneAsync() and Application.backgroundLoadingPriority = ThreadPriority.Low). However, even though my loading scene is only a camera and a textured rect, it still takes 6 seconds before it shows up. What can we do to reduce initial loading time?

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Answer by spaceplunge · Jul 17, 2018 at 11:13 PM

The behaviour of Unitys built-in VR loadscreen (which can be used with a custom image) is totally fine regarding submission.

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Answer by maewionn · Jul 15, 2018 at 05:31 PM

Bump - I am having the same issue, and since was the first result on Google, anyone with Insight would be a service to mankind.


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avatar image spaceplunge · Jul 17, 2018 at 11:09 PM 0
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I think they improved this during the last 2 years, the loadscreen now has a weird smoothing that improves the user experience.

In any case, the built-in Unity loadscreen behaviour is totally fine regarding submission, many apps use unity, we have submitted 2 apps successfully (Art Plunge and Art Plunge Preview)

avatar image maewionn · Jul 18, 2018 at 12:46 AM 0
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Hi there, glad to hear it worked for you :)

No matter what I do, I can't seem to get below 4.7 seconds (yep, that is even with loading up an empty scene at the start) - Any ideas or suggestions you have to speed that up?

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