Upload Oculus Rift Apps to the Oculus Store

You can upload Rift apps using the developer dashboard, with the command-line tool, or with an integration of the command line tool in Unreal or Unity.


Before you can upload your Rift app, you must:

  • Have an account with Oculus and set up a development organization. For more information, see Manage Your Organization and Users
  • Create a page for your app in the developer dashboard. For more information, see App Submission and Store Review.
  • Have your app packaged correctly.
    • For the web interface: All necessary files and folders must be packaged in a .zip file. Note that the launch executable file does not need to be at the root of the file structure. You will specify it’s location in the upload process. Note that the maximum size for apps uploaded via the web interface is about 200 MB. If your app is larger, use the command line tool.
    • For the command-line tool: All necessary files and subdirectories must be inside a single directory that you can specify to the command line tool. Your app package should not be larger than 1 GB.
    • For the Oculus Platform tool in the Unity or Unreal integration:: Your App ID, App Token, and optional asset and language pack directories. Since this tool is a wrapper on the command line tool, your app packages can be up to 1 GB in size.

Upload Your App with the Web Interface

  1. Log on to the Oculus Developer Dashboard at https://developer.oculus.com/manage/.
  2. In App Manager, select your app.
  3. Select Release Channels, and choose a channel to upload to (Store, RC, Beta, Alpha) and then Upload new build. Uploading to “Store” uploads to the Production channel. Alternatively, you can select Create Release Channel to create a custom channel, and upload to that channel. For more information, see Release Channels.
  4. Scroll up the page, and under the Upload a new build section, click choose files on your device. Navigate to and and select the .zip file that contains the binary and other resources, and click Next >.
  5. A Build Dashboard appears. In this screen, you specify the options appropriate for your app such as the Version, Launch File, Launch Parameters and the Redistributables required by your app. Note the following: Any paths that you specify, such as the executable and parameter paths, should be relative to the root directory of your .zip file. If your app has separate 2D and 3D modes of operation, see additional instructions in the Rift Apps with Non-VR Desktop Modes topic.

The following image shows an example of the build dashboard.

  1. Click Upload.

Upload your app through the command line interface

You can also upload your app with the Oculus Platform Command Line Utility. This utility is a better choice if your app package is larger than 200 MB, but smaller than 1 GB, or you have required assets or language packs associated with your app.

Upload your app from the Unity or Unreal editors

If you are using Unity with the Oculus Asset imported, or Unreal engine, you can access the Oculus Platform Command Line Utility through UI in the editor. These tools accept app packages up to 1 GB in size and you can upload assets associated with the app as well.

Change to a Previous Build

If users experience a problem with a build, or you need to roll back a build for some reason, you can change the build associated with a release channel for Rift apps. Note that this functionality does not work with Oculus Quest apps.

  1. Log on to the Oculus Developer Dashboard.
  2. Hover over your Rift app and then click Manage Build.
  3. On the Build Dashboard page, find the release channel for the build you want to modify, hover over the ellipses, and choose Select Build.
  4. Select the desired build in the drop-down and Submit to confirm the change.

Additional Info

If there are any packaging problems with your build, the upload validator lets you know what they are so that you can correct the issue and try again.

Also see Rift Apps with Non-VR Desktop Modes for details on how to support apps that can be launched in a non-VR desktop modes.