We’re excited to announce our newest updates. Here at Meta, we’re always looking to our developer community for ways to refine, improve, and expand upon our current products and features. Our announcement today includes various examples of updates with community feedback in mind and we hope they help to transform the way you build for Meta Quest and allow for deeper engagements with your audiences.
Release Channel Selector in Headset
This is easily the Meta team’s favorite recent quality of life update and we think you’ll agree. Introducing the release channel selector. Developers and users can now change an app’s release channel while in-headset. This enables a seamless experience for users to participate in public betas and represents a massive workflow improvement for developers and QA testers who are constantly changing release channels. To select a new release channel, locate the app in your library and click the “Settings” button. From the app settings page, click “Release Channels” and select a channel you have access to. Learn more about release channels and how to add users to multiple release channels in our
documentation.
View and Manage Your Builds in One Place
In the
Developer Dashboard, you now have a Builds page, a single location where you can view and manage all your app’s builds. It can be found under App Manager -> Distribution -> Builds. You can see build version and version code, size, supported devices, and current and historical release channels that the build has been in. From the dropdown, you can choose to publish the build to another release channel. Previously, if a release channel was deleted, the associated builds could no longer be accessed. With the Builds page, you have access to all builds whether they are associated with a release channel or not.
Device Purchase Blocking
Building on last year’s release of
Device Targeting, you now have the option to block purchases by device. Device purchase blocking enables you to specify the devices on which you do not wish to sell your app. Your app will not be listed on the Meta Quest Store or App Lab on those devices and if a purchase is attempted on the web store or Meta Quest app, a warning will be shown if the user does not own a supported device. You can set your purchase blocked devices through an app metadata submission, which will be reviewed before publishing. You can find documentation and step-by-step instructions on how to set up device purchasing blocking
here.
An example use case might be that your original Meta Quest app has been deprecated. You may decide that you no longer wish to sell the app to new users so you can reduce your level of ongoing support.
Reducing Failed Cloud Backups
We introduced
Cloud Backups in 2021 to enable all apps to automatically backup users’ save data so they can easily pick up where they left off in an app. This makes it easier to use apps on new headsets, reinstall apps, or reset a device. To do this automatically, we had to backup all data for each app which led to some apps consistently exceeding the 100MB per-backup limit, leading to cloud backup failures. If your app is experiencing these failures, you can monitor this in the
Developer Dashboard under App -> Analytics -> Cloud Storage. To reduce the size of your per-user uploads, you can use the Exclude Files Path tool by specifying file paths that do not need to be backed up which can be found under App -> Platform Services -> Cloud Storage.
Unity and Unreal API Reference Docs for Platform SDK
Clear and easily referenced documentation is important for productive and seamless development. We now provide (and have been providing since v59) Platform API reference docs for both Unity and Unreal. We hope this will be an important step to unlocking development and explore more capabilities when integrating with Platform SDK. You can find the API references for
Unity,
Unreal 4, and
Unreal 5 engines.
Determining Your App’s Age Group
To give families access to age-appropriate apps on Meta Quest, it’s important to accurately identify your app’s audience. To help you do just that, we’ve partnered with Data Protocol on a series of short explainer videos to help you determine your app’s age group and comply with Meta’s
age group self-certification and youth requirements. To get started, check out the
new resource.
A/B Testing Pre-Launch Listings
You now have the option to A/B test your PDP for both Pre-Orders and Coming Soon Pages. This enables you to iterate to find your best asset before launch day to support higher conversions. We’ve had a lot of great feedback regarding our self-serve A/B testing tool in the
Developer Dashboard and the ability to drive incremental revenue for apps post-launch. Our A/B testing tool enables you to evaluate your PDP asset strategy and gather statistically significant results quickly to identify the stronger asset. Our A/B testing tool provides quick insights into impressions, clicks, and conversions to help inform asset optimization. Check out our latest
A/B testing case studies to learn more. Get started with A/B testing by visiting the
documentation, which contains additional best practices and FAQ.
Open Sales and Promo Codes
You are in control of promotions for your app. You may consider running a promotion in order to introduce a lower price to users and potentially drive increased demand for your apps. There are two ways you can run promotions: (1) by launching your own sales or promo code event, or (2) by participating in a limited-time Meta-initiated sale or promo code event.
In order to create a sale event for your app on dates that are most aligned to your goals, you can create your own sale or promo code in the same ‘Manage Promotions’ tab, by clicking the ‘Create’ button. If you wish to enroll in a Meta-initiated sale, you can now easily enroll in any Meta-initiated sale or promo code event thanks to a recent update in the ‘Manage Promotions’ tab. In the Developer Dashboard, you can view the calendar of upcoming events and enroll during open enrollment periods directly within this page. Learn more about best practices and FAQ in our
documentation.