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The basics of developing for Oculus Browser.
The user-agent (UA) string for Oculus Browser is:
Mozilla/5.0 (Linux; Android 7.1.1; Quest) AppleWebKit/537.36 (KHTML, like Gecko) OculusBrowser/188.8.131.52924336 SamsungBrowser/4.0 Chrome/74.0.3729.182 Mobile VR Safari/537.36
The UA string should not be used for feature detection.
The UA string has a different token on different devices:
VRDisplay.displayName property for Oculus Go is
Oculus Go. For Oculus Quest, it is
For Oculus Go and Quest, Oculus Browser renders 2D web page content at 72Hz refresh rate by default, and WebVR content at 60Hz refresh rate by default.
For 2D web sites, users have the choice between 3 different widths of the Oculus Browser panel: 800px, 600px, and 400px. The height of the browser panel is 450px. Future versions of Oculus Browser may allow for more sizes, so be sure to support responsive design. The browser typically behaves as a mobile browser with a mobile UA string and support for meta viewport configuration.
Oculus Browser supports using the Google Chrome developer tools to debug sites on your Oculus Go, Quest, or Samsung Gear VR device. This lets you access all of your familiar tools including the console, timeline, profiler, DOM viewer, etc. You’ll also be able to see a snapshot of what’s on screen in the headset right from your computer screen.
If you have not set up your device or have never connected your Oculus Go or Android phone to your development machine, see Debugging Your Content. Once set up, you can find the Oculus Browser tabs to inspect by using the dev tools Remote Devices panel while the developer mode enabled headset is connected.
Alternatively, most WebGL experiences can be debugged before you ever launch the Oculus Browser with just a little extra code. Here are some quick tips to debugging your experience locally before you enter VR:
Already have a cool WebVR experience? Tell us about it for a chance to get featured in the Oculus Browser new tab page - a great way to get your experience discovered in VR.