25 de janeiro de 2021
As previously communicated in October, as part of our ongoing effort to provide a secure platform, you will need to verify your developer account by...
21 de janeiro de 2021
Locomotion describes how people move through virtual environments and is one of the core design features of all VR applications. Providing a comfortable locomotion experience...
13 de janeiro de 2021
Next month, we are rolling out two of the most requested features from our VR community: Multi-User accounts, the ability for multiple accounts to log...
21 de dezembro de 2020
See below for the latest developer release notes. If you have questions and/or feedback on any of these updates, feel free to comment below or...
17 de dezembro de 2020
While automation is common throughout most types of software engineering, it has yet to become a common practice for VR app and game development. We...
11 de dezembro de 2020
It is with great excitement that we share the news that Facebook Reality Labs has provided a grant to support the Godot Engine project....
9 de dezembro de 2020
We know Oculus developers want insights into the Oculus customer-base, many of whom we know are gamers. What type of gamers gravitate to VR? What...
7 de dezembro de 2020
Phase Sync is a frame timing management technology that we first introduced in the Oculus PC SDK, which can help minimize pose latency by dynamically...
4 de dezembro de 2020
With the holidays around the corner, now is the perfect time to market your app to potential buyers. Here are some tips to help you...
19 de novembro de 2020
We’re excited to share new updates to our Developer web experience with the redesigned Home and Dashboard. The Home update brings a new landing page,...
17 de novembro de 2020
We’re excited to roll out the latest update to Oculus Developer Hub (ODH). In this release, we’ve focused on a few features that have been...
13 de novembro de 2020
At Facebook Connect we teased various improvements to the Quest Platform, including support for 90Hz applications on Quest 2—both natively and through Oculus Link. We’re...