Profiling first
Unity Profiler and Memory Profiler on the target device, so fixes address the measured bottleneck rather than guesses.
Service
Dropped frames make VR uncomfortable, and a standalone headset leaves little headroom. I profile Unity VR projects to find the real bottleneck — CPU, GPU, memory or loading — and fix it in your project. At IDRAK AI I optimized enterprise VR training apps to run at 90 FPS on Quest 2.
Teams with an existing Unity VR app that doesn't hold its frame rate on Meta Quest, loads slowly or crashes on the headset — and teams moving a PC VR project to standalone Quest, where the same scene suddenly has far less headroom.
Unity Profiler and Memory Profiler on the target device, so fixes address the measured bottleneck rather than guesses.
GPU instancing for repeated objects such as racks, boxes and props.
Occlusion culling so dense interiors don't render what the user can't see.
Addressables and asset bundles to load content when it's needed instead of all at once.
Architectural and CAD scenes prepared so they run on Quest instead of only on a PC.
Oversized textures and unused assets found and trimmed, so installs and loads get lighter.
Dense scene on VR hardware
A large, asset-dense warehouse scene kept performant in VR with GPU instancing and occlusion culling.
Standalone Quest
Gesture recognition and real-time feedback, with rendering tuned to hold a stable 90 FPS on standalone Quest hardware.
Revit model on Quest 2
A Revit architectural model brought into Unity and set up to run as an explorable interior on Oculus Quest 2.
Measure frame time, memory and load times on the target headset.
Identify whether CPU, GPU, memory or loading is the limit, and where.
Change what gives the largest improvement for the least risk to your project.
Compare against the first profile on the same device.
Access to the Unity project (usually through Git), the target headset and the build settings you ship with.
Either. Many optimization jobs start with a short profiling task, so the fixes can be scoped accurately before a larger quote.
Some techniques are invisible (instancing, culling, loading); others trade visual detail for speed. Anything visible is agreed with you first.
Tell me the headset, what feels slow and how big the project is. I'll reply with next steps.