Oculus Go Development

On 6/23/20 Oculus announced plans to sunset Oculus Go. Information about dates and alternatives can be found in the Oculus Go introduction.

Oculus Quest Development

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.

Controller Tracking

Sensors are used to track the hand poses of the Oculus Touch controllers.

For installations that have the Oculus Rift and Oculus Touch controllers, there will be at least two external constellation sensors to improve tracking accuracy and help with occlusion issues. Due to the inside-out tracking feature of Oculus Rift S, no external sensors are required or usable.

The SDK uses the same ovrPoseStatef struct as the headset, which includes six degrees of freedom (6DoF) and tracking data (orientation, position, and their first and second derivatives).

Here’s an example of how to get tracking input:

ovrTrackingState trackState = ovr_GetTrackingState(session, displayMidpointSeconds, ovrTrue);
ovrPosef         handPoses[2];
ovrInputState    inputState;

In this code sample, we call ovr_GetTrackingState to get predicted poses. Hand controller poses are reported in the same coordinate frame as the headset and can be used for rendering hands or objects in the 3D world. An example of this is provided in the Oculus World Demo.