Question, Mobile support (android/quest 2)
To make sure I understand correctly, it appears this plugin doesn't support builds to android yet? aka I couldn't build this to an Oculus 2 then?
For mobile (and android+quest 1/2) only pointcloud2mesh is supported, https://github.com/unitycoder/UnityPointCloudViewer/wiki/PointCloud2Mesh (it creates regular unity meshes, with from point cloud, with point rendering and custom shader).
But, its quite limited on how many points you can have on view, Quest 2 gets slow after 1-2m visible points.
Ccan have more in scene, but need to adjust camera view distance and try using Lods in the converter, to keep actual visible point count lower than total point count.
Awesome, thank you for getting back to me!
HI, it's nearly two years later so I'm wondering if there is a different answer to this question now, specifically with the more powerful Quest3 headset since released. Thanks for your work.
Recently tested Quest 3 standalone builds, 5mil. mesh points (from that mobile demo scene): 30fps 10mil. : <16fps starting to get laggy
ideally would split the mesh to grid, that helps a bit (that mobile scene mesh is not split, so it doesn't get culled..) but still the limiting factor is how many points are visible in view..
example: with 10mil points split to 3 meter grid pieces, you can have ok fps (if you dont have too many points in view at the same time) but other than that, probably no easy solutions for large clouds at the moment. (with mesh point cloud, you could then instantiate/load them on demand and have short view distances..)
there is some hope that this plugin supports Quest devices, https://forum.unity.com/threads/nano-tech-similar-to-nanite-high-detailed-rendering-for-hdrp-urp-and-built-in-rp.1292223/