Platforms

Testing occurs primarily on MacOS and Windows. iOS and Android are also periodically tested.

Firstly, make sure your target platform adheres to the Requirements.

We have users targeting the following platforms:

  • Windows

  • MacOS

  • Linux/SteamDeck *

  • PlayStation *

  • Xbox *

  • Switch * **

  • iOS **

  • Android/Quest **

  • Web

* We do not have access to these platforms ourselves.
** Performance is a challenge on these platforms. Please see the Performance Guide.

Crest also supports VR/XR Multi-Pass, Multi-View and Single Pass Instanced rendering.

Tip

See FAQs under the Compatibility heading for more information.

Meta Quest

Requirements

  • Vulkan

Usage

Follow Meta’s and/or Unity’s instructions to get set up with Quest and Unity development.

Tip

Start with Unity’s VR template in latest LTS to avoid performance issues.

Make sure that Vulkan is the only one in the Auto Graphics API list to avoid issues. Be wary that if using the Oculus XR plugin, every time it is enabled in the XR project window it will add and set OpenGL as the graphics API.

Web

Preview

Web support is experimental.

Requirements

Usage

The most likely problem that will occur in a build is the hard limit on texture sampling. If the water surface does not render, check the browser console. If you see the following warning, then you need to disable features on the water surface material:

The number of sampled textures … in the Fragment stage exceeds the maximum per-stage limit (16).

Under Project Settings ‣ Crest ‣ Features there are per-platform feature toggles. Disabling features here will reduce the sample count.

On the water material, the Flow toggle will contribute to the texture count. Furthmore, toggles/dropdowns under Surface Options/Parameters can also contribute, especially Alpha Clip and Receive Shadows.

Lastly, having the Portals package installed will contribute several sampled textures to the total limit - even if not used (unless Alpha Clip is disabled).

Limitations

The following is known to be not working:

  • Water Renderer ‣ Simulations ‣ Water Depth ‣ Enable Signed-Distance Fields

  • Crest/Water ‣ Surface Options ‣ Receive Shadows for BIRP

These known limitations may be solved in future versions.

Troubleshooting

The water surface is not rendering

Firstly, read the paragraphs under Usage. Then check the browser console, and if you see errors or warnings other than the one described above, please let us know.

Not all browsers work as expected

See the requirements.

Xbox

If you receive the following error:

Crest requires graphic devices that support compute shaders

Place DirectX 12 at the top of the list of the Graphics API list. For UWP apps, ensure that your app is declared as Game.