§ Tools

Own pipeline, not just project work

Every LBVR production hits the same bottlenecks: uncontrolled draw calls, manual tracking calibration, shaders with no documented budget. OneBatch keeps a set of internal tools to solve them faster — some are also delivered to client teams.

Batch Inspector

Internal

Real-time overlay of draw calls and batching per scene.

An editor tool that shows which objects break batching and why — material, shader keyword or non-uniform scale — with one click to isolate the culprit.

Unity EditorC#

Scene Rig

Internal

Area-tracking scene scaffolding from a single prefab.

Generates play-area bounds, origin anchors and safety zones from the real room dimensions, ready to test on day one of blocking.

UnityOpenXR

Shader Kit / LBVR

In client use

Shader library calibrated for standalone headsets.

A collection of surface, VFX and post-process shaders with instruction budgets documented per hardware tier.

HLSLShader Graph

Calib

Internal

Guided multi-user tracking calibration on site.

A step-by-step flow for room operators: calibrates origin, checks for occlusion and generates a tracking health report before every opening.

Unreal EngineC++

Asset Lint

Open source (partial)

Asset linter against the project's performance budget.

Runs in CI and blocks merging textures, meshes or materials that exceed the budget agreed with the production team.

PythonUnity CLI

Session Replay

Internal

Recording and playback of on-site sessions to debug elusive bugs.

Logs tracking positions and gameplay events during a real session so bugs that only appear with an audience in the room can be reproduced.

Unreal EngineC++

Does your team need one of these tools?

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