There are some differences in developing apps for Oculus for Business (OFB) customers you should be aware of. You may use the Unity, Unreal Engine, Native, or WebXR development workflows to create your applications, but there are some software and features that are not supported. The Oculus Browser will not be available at launch, however webtasks will be supported at launch. For more information on Oculus app development, refer to the development guides for each software engine.
Apps targeting the Oculus Store and OFB devices must build two separate applications to support the different requirements for each distribution channel.
The Oculus ISV Program is a program that works with enterprise developers and Independent Software Vendors (ISVs) to engage with Oculus in order to accelerate customer adoption of VR solutions built for Oculus enterprise products. For more information, please refer to our Oculus ISV Program overview.
Oculus for Business applications can be hosted by the developer, customer, or Oculus.
Developer or Customer managed apps Your customer’s Device Manager tool controls the deployment of applications to their fleet of headsets. You will need to provide a link to the APK and associated OBB files to deploy apps and updates. For additional information about app distribution, refer to Oculus for Business Self-Hosted Apps.
Oculus managed apps Oculus for Business release channels host and manage on Oculus servers, then allow you to publish directly to Device Manager to deploy to your OFB headsets. For information about Oculus-hosted app distribution, see Oculus for Business Oculus-Hosted Apps and Release Channel.
Data security is a top priority for every enterprise, and so is the ability to keep business-critical technology running smoothly at all times. Oculus for Business is built on the enterprise-grade Workplace by Facebook infrastructure with account management and access control tools to authenticate admins into Device Manager and Device Setup app. We also follow Workplace data handling and security protocols to store headset data and ensure that our customers wholly own the data associated with their devices. Finally, in the event of hardware or software issues, we offer exceptional customer support and extended warranties to get customers back up and running fast.
Your application’s Android Manifest file controls the label and icon your application presents in the in-headset launcher. Because the headset’s operating system does not support adaptive icons (introduced in Android 8), your application must rely on legacy icons with a maximum size of 192x192. In the current version of the operating system, icons appear in a 16x9 aspect ratio, but the maximum size remains unchanged. Square icons will be modified to fit the landscape format.
At this time, the Workplace Infrastructure will not support the Oculus ID feature and other software components below:
The Platform SDK will not work with the Oculus for Business applications due to a reliance on Oculus App IDs. This includes the Entitlement Check, a requirement for Oculus Store submissions but prohibited for OFB applications.
Currently, on Oculus for Business applications, user customized avatars from the Avatar SDK - Unity will not be supported. Enterprise developers can use the Avatar SDK if they are integrating our default avatars or any other pre-configured avatars. For more information, refer to our guide on how to use Avatars supported by Oculus for Business.
Enterprise headsets will have the ability to offer controller-less operation using the gaze-pointer, where the user’s head orientation controls a pointer. An overview of how to implement the gaze-pointer feature is found in our Unity’s UI System in VR blog post.
At this time, we do not have plans to upgrade consumer Oculus headsets to support Oculus for Business application development.
If your Oculus for Business headsets are running software available before our launch, refer to our guide on how to perform a factory reset using the headset before you can provision them for use with our Device Manager and enterprise software with features like kiosk mode and MDM support.
Enterprise headsets are not unlocked and they will not have root access.
Yes, you can use the Device Manager to enable Developer Mode on the headsets, then refer to our documentation on sideloading for instructions on how to sideload the apps. Side-loaded applications will not show up in the in-headset launcher or on the portal. Please note that our license agreement limits the number of Developer Mode headsets to 10 units.
You can use the Oculus Rift S purchased from our Oculus for Business website for enterprise purposes. These Oculus Rift S units will have the enhanced warranty and support, but all of the enterprise software associated with Oculus for Business will not be available for the Rift S.
Oculus Link will be supported on Oculus for Business Oculus Quest devices, which will allow PC VR software to run in enterprise headsets. Please note, however, that the software running on PC will need to be installed using an Oculus ID via the Oculus Store. Neither Device Manager nor Remote Install will be available for PC.
Remote Install using the Device Manager require URIs hosted by either the developer or their customer. In addition to the app binary URIs, there are additional Device Manager settings you need to fill out to ensure successful app deployments.
We do not currently support custom environments for the headsets.
No, the Oculus Store will not be accessible in enterprise software.
Yes, developers can use Android Intents to create deep links between other applications that are already installed on the headset. Please do not use the Platform SDK methods for deeplinking. The app you are deeplinking to must be installed on the headset.
Enterprise headsets currently allow casting to Chromecast devices.
Yes, we will support additional OBB files up to 4 GB in size, however we recommend keeping the files to 2 GB or smaller in size . For more information, refer to our guide on Asset Files to Manage Download Size.
You can retrieve the serial number of the device the app is running on by using something similar to the following Unity (C#) example”
AndroidJavaObject jo = new AndroidJavaObject("android.os.Build"); string serial = jo.GetStatic<string>("SERIAL");
At this time, Oculus for Business is not HIPAA-compliant, and should not be used to process protected health information.
Yes, the information on the Oculus headsets is secured and protected by multiple levels of access control measures.
Yes, you can use MDM with the Device Manager to mark the headset as lost. This will trigger a remote wipe command securely erase it the next time the headset is back online. You can use the headset’s serial number to identify it on Device Manager. Although the headset will still have the enterprise operating system, it will not have any data or applications from the original company.
No, we support 3 network options for the Oculus headsets.
There is no limit for how many headsets you can register with each Oculus for Business account. Please note that each customer needs to have their own Device Manager for their own company.
According to the terms, Oculus for Business customers cannot transfer their licenses without the consent of Oculus. For more information, please see the Enterprise Use Agreement.
At the point of checkout with Oculus for Business, customers can ship their devices to a different “Ship To” address. Please note that at launch, the Device Manager will accept Admin users from only the company domain.
Customers should purchase the headsets in order to be the licence holder and warranty.
Each headset is paired to the company that purchases it. So, each company owns their own the Software license and is bound by the Enterprise Use Agreement.
The device provisioning process relies on our Oculus for Business Set-up App to help set up devices at bulk. At launch, this Android app is required for setting up headsets. We recommend using the Google Pixel 2, Google Pixel 3, and the Samsung Galaxy S10 devices.