Hello,
I’ve made a reconstruction of a room from photos with RealityCapture.
I’ve imported this sigle mesh as .fbx, with all its materials (and textures).
I’m using “Unlit/Texture” materials for the reconstructed model, just to see the textures.
The Unity scene look perfectly in Unity Editor, and in a stand alone build.
BUT, when I move to Oculus Quest 2, everything is a little distotrted (for example, a straight line texture become a waved line).
I’m using ASTC 4x4 texture compression, so I think it should not be a matter of texture compression.
For sure the 3d model is quite huge (1.3ML triangles), and have a lot of “sub materials” (so, sub meshes, each one with its own unwrap).
Maybe is it a matter of geometry?
To be honest without knowing what the wireframes are it is hard to tell. But it looks like texture compression to be. I don’t know for sure as I’d need to see wires.
Many thanks hippocoder for your reply.
I don’t have any mesh compression on my imported fbx, please see the settings:
(P.S. I’ve also tried with “Oprimize mesh: Nothing”, but does not change)
This is the wireframe:
I’m pretty sure that’s a geometry issue, because another .fbx does not give me this kind of problem