I have two serious problems with Unity (5.3.4p1) on GearVR with Samsung S6:
1) Asynchronous scene loading. Are there any changes that I can load a new scene in the background without seeing small freezes? The scene has ~ 60k triangles and uses a pair of 4k textures and ~ 10 other 2k textures. When this scene loads, there are a few short frosts. I know that I can avoid this by fading to black and then starting the download level. But it takes ~ 10 seconds, and the user can be seen seeing a black screen for such a long time with a VR headset.
2) Create textures from images loaded using the WWW class. I am using a 360 4k image displayed on a dome in a different scene. When I try to load a texture (4k, PNG or JPG) at runtime, it runs asynchronously. But Unity freezes for 2-3 seconds when I use:
Texture2D myTexture = www.texture;
Is there any way to avoid this, besides using the downloaded bytes and decompressing the JPG or PNG using the non-Unity algorithm in the background, and then loading the created rgb values โโinto a new texture? A good example of smooth texture loading can be seen in the Flickr VR application, but I doubt that they used Unity to create this application.
These two problems also occur on Oculus Rift, but are less noticeable due to the much higher PC performance.
As a rule, I want to achieve smooth loading in Gear VR using Unity. Is it possible?
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