Content Requirements and Porting Content Basics for Rift
Oculus Developer Blog
Posted by Michael Berger
July 13, 2017

As we receive more and more app submissions for the Oculus Rift we want to make sure your app is as ready as possible for our review processes. Our mission is to make the Oculus platform as frictionless and transparent to developers as possible. Below are links to our content policies and technical requirements to keep in mind when developing your Rift app:

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In addition to our basic content policies and Rift tech requirements, one not-so-basic issue we've noticed is with the porting of content originally created for use with other VR headsets. Often, we've seen developers have issues making it through the review process due to some easily fixed issues.

Below we've listed a few of the most common issues we've noticed, along with some go-to fixes to help push your app through our reviews.

Top 3 Issues When Porting Content:

  • Inaccurate hand tracking (downward tilt, 90 degrees off rotation, etc.)
  • Non-Oculus hardware in screenshots/video trailer and also in app (tutorials, icons)
  • Improper use of the index finger trigger in place of the grip button on the Touch controllers

Inaccurate Hand Tracking

A common inaccuracy we see is the in-game hands/objects being tilted forward about 20-30 degrees. This issue would force the Touch user to awkwardly tilt their wrist up in order to aim forward. When using Touch controllers, the expected behavior is for the index finger trigger to be the direction your hand is pointing. This behavior can been seen in the default Touch experience, Oculus First Contact.

Hardware from other VR headsets

Before submission, make sure to double check the following are free of any VR headsets/hardware not made by Oculus:

  • Video trailer
  • Screenshot images
  • Tutorials and other imagery within the application itself

Improper Use of Index Finger Triggers

Grab actions should be mapped to the grip button. Although there are some exceptions to the rule (especially involving throwing), the new user experience and most applications condition users to use it this way. If you break expectations, make sure to educate your users.

As with hand tracking, the expected behavior is to use the grip button on the inside of the Touch controller handles for lifting, grabbing, holding, etc. Exceptions to this are possible, but rare. Check out our documentation for Touch controllers and virtual Touch button mappings for more info.

For additional questions on the submission process, check out our overview of the Oculus VR app lifecycle or contact the Oculus Publishing Team. If you feel you are onto something good, let us know!