All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.
This section describes mobile native source code development.
The native Mobile SDK provides the VrApi library and a set of sample applications that demonstrate its use.
VrApi provides the minimum required API for rendering scenes in VR. Applications may query VrApi for orientation data, and submit textures to apply distortion, sensor fusion, and compositing. The VrApi Input API allows developers to query the state of connected devices, such as the Oculus Go controllers. Developers working with a third-party engine other than Unity or Unreal will use VrApi to integrate the Mobile SDK. For detailed information, see Native Engine Integration.
The VrApi is shipped as a set of public include files, and a pre-built shared library. Providing the VrApi in a separate shared library allows the VrApi implementation to be updated after an application has been released, making it easy to apply hot fixes, implement new optimizations, and add support for new devices without requiring applications to be recompiled with a new SDK.
VrSamples/VrCubeWorld projects for examples of how to integrate VrApi into third-party engines. Please see Native Samples for more details.
|Component||Description||Source code folder|
|VrApi||The Virtual Reality API provides a minimal set of entry points for enabling VR rendering in native applications and third-party engines.|
|VrApi Includes||Header files for the VrApi library.|
|Native Samples||Sample projects illustrating use of VrApi.|