# 6. Mobile and Meta Quest Considerations
Part of [[Lighting and Baking]]. Previous: [[5.Reflection Probes and Environment Lighting]]. Next: [[7.Worked Example Interior Exterior Checklist]].
> [!important] Version requirement
> Quest work targets **Unity 6.3 LTS (6000.3.27f2+)** with URP. See [[0.Choosing a Unity Version]], [[Meta Quest 2]], and [[5.Quest 2 Performance and Rendering]]. Desktop baking can use 6000.5+; deploy/player builds for Quest should follow the Quest tutorial baseline.
Quest is a **tile-based, fill-rate-sensitive** mobile GPU. Realtime lights, shadows, and probe sampling compete with MSAA, resolution scale, and stereo. Prefer **baking**.
## 6.1 Design principles
1. **Bake first.** Static Mesh Renderers → lightmaps. Dynamics → sparse probes (or carefully profiled APV).
2. **Minimize realtime / Mixed additional lights.** One Mixed Directional (or none) plus baked fills beats five realtime point lights.
3. **Non-directional lightmaps** unless you prove directional worth the extra texture bandwidth.
4. **Smaller atlases.** Max Lightmap Size 512 (sometimes 1024) before 2k/4k fantasies.
5. **Cheap reflections.** Baked probes at 128–256; avoid Realtime probes on device.
6. **Profile on hardware.** Editor Game view lies about mobile bandwidth.
Cross-check CPU/GPU frame budgets, draw calls, and MSAA guidance in [[5.Quest 2 Performance and Rendering]].
## 6.2 Lightmap size and compression
| Setting | Quest-oriented starting point | Why |
|---|---|---|
| Max Lightmap Size | 512 (1024 if atlases pack poorly) | Texture memory × stereo pressure |
| Lightmap Resolution | Low teens–20s texels/unit for rooms *(art-dependent)* | Occupied texels explode with resolution² |
| Directional Mode | **Non-directional** | Half the lightmap textures |
| Compression | Normal or Low Quality | Memory vs artifacts — compare on device |
| AO | Optional; keep Max Distance small | Extra bake data; subtle on low-res atlases |
Disable Contribute GI on tiny props; probe-light them.
## 6.3 Shadows on Quest
- Prefer **baked shadows** (Shadowmask/Subtractive or fully Baked lights) for static level geometry.
- Realtime shadows: keep **Shadow Distance** short; cascade counts low; avoid many shadow-casting additional lights.
- Subtractive's "single strongest Directional realtime shadow" can be a pragmatic Quest-friendly Mixed mode when art accepts its look (part 1 table).
Exact URP shadow cascade / soft shadow costs: confirm in your URP Asset and Meta's [Unity performance](https://developers.meta.com/horizon/documentation/unity/unity-perf/) guidance.
## 6.4 Adaptive Probe Volumes on Quest
APV is available in Unity 6 URP, but **availability ≠ free on mobile VR**.
**Verified (docs):** APV setup and features as in part 4.
**Caution (flag as needs on-device proof):**
- Per-pixel APV sampling and probe data textures add bandwidth and memory vs a sparse classic `LightProbeGroup`.
- Multi-scenario blending / streaming paths add more cost — do not enable scenario features "just in case."
- Community and third-party writeups compare APV vs baked lightmaps vs realtime; treat their numbers as **unverified** until you reproduce on Quest 2 with the Profiler / MQDH overlay.
**Recommended Quest path**
1. Ship candidate: **lightmaps + hand-placed Light Probe Groups** in player volumes.
2. Optional experiment: APV with low density, no scenario blending, Global or tight locals only.
3. Keep whichever passes frame time **and** memory on-device.
Also see Meta's Forward+ notes: use Forward+ when you truly need many realtime lights; otherwise Forward may be cheaper. Lighting strategy should reduce the need for many realtime lights either way.
## 6.5 Reflection probes on Quest
- Baked only; resolution 128 (256 max for hero chrome).
- Box Projection: nice for interiors; ensure URP Asset flag is on; watch extra shader work *(measure)*.
- One probe per major room beats a dense grid.
## 6.6 Overdraw from lights (and particles)
Tile GPUs pay for overlapping transparent and lit overdraw.
- Extra per-pixel lights increase shaded cost inside Forward/Forward+.
- Additive particle sheets + realtime lights stack fill-rate damage — see [[Particle Systems and Layered Effects]] and [[5.Quest 2 Performance and Rendering]].
- Emissive unlit materials often fake "glow" cheaper than realtime point lights.
## 6.7 Quest lighting checklist
```text
[ ] Unity 6.3 LTS project baseline for Quest builds
[ ] URP Forward or Forward+ chosen deliberately
[ ] Almost all level lights Baked (or Mixed with cheap Lighting Mode)
[ ] Non-directional lightmaps; Max size ≤ 1024
[ ] Contribute GI off for debris; probes cover player
[ ] APV only if profiled; else classic LightProbeGroups
[ ] Baked reflection probes ≤ 256; no realtime probes
[ ] Shadow Distance minimized; few shadow casters
[ ] On-device: GPU time under budget at target Hz (see Quest perf note)
```
Next: [[7.Worked Example Interior Exterior Checklist]].