Platform Switch
A Meta Quest has less memory and power than a PC. The Platform Switch keeps one scene for every platform and changes what you choose when Unity builds for Android (Quest): a lighter mesh, a simpler material, a light or an effect turned off.
Open it
Open NodeWorld, Platform Switch. A scene has one Platform Switch; if yours has none, click Create Platform Switch in Scene (it adds a _PlatformSwitch object).
Add an override
- Click + Add Override.
- Drop the Target: an object, a component or a material of the scene.
- The override reads the current values into two columns, PC and Android. Change the Android column (or the PC one).
What you can override:
| Target | What changes per platform |
|---|---|
| GameObject | Active or not. |
| Transform | Position, rotation, scale. |
| Renderer, Skinned Mesh Renderer | Materials, shadows, enabled. |
| Mesh Filter, Mesh Collider | The mesh. |
| Material | Shader and its properties. |
| Light, Reflection Probe, Camera | Their settings. |
| Animator, Audio Source, LOD Group, Collider | Their settings. |
| Any other component | Enabled or not. |
See each version
Apply Desktop (Windows/Linux) and Apply Android (Quest) put the scene in one version or the other, to look at it in the editor. When you publish, each platform gets its own values by itself: the scene is saved with them before its build.
