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.
We're no longer accepting submission of 32-bit Oculus Quest apps. Any new or updated Oculus Quest application needs to be 64-bit. Please contact Oculus if you are unable to comply with this policy. Oculus Go and Gear VR apps will not be affected by this change.
Unreal is distributed with Oculus plugins which make it easy to develop applications for Oculus platforms.
The Unreal Game Engine provides integrated support for VR applications that target Oculus headsets. This enables your applications to support stereoscopic rendering, orientation tracking, and positional tracking (on the Oculus Rift S and Oculus Quest).
This document is your main guide for targeting these headsets, although cross references are provided for the Oculus Mobile SDK and PC SDK guides, as well as the Unreal guides from Epic Games.
The easiest way to create Unreal applications is to use Unreal Blueprints, which is a visual programming system. Here is a portion of a Blueprint script which includes Oculus-specific functions:
If you are not already familiar with Blueprints, Epic Games provides several videos and tutorials to help you get started. You should have a basic working knowledge of Blueprints programming before proceeding with this developer guide.
At Oculus Connect 3 in 2016, Oculus and Epic announced that Oculus would pay the royalties for any VR app developed using the Unreal Engine and sold through the Oculus Store, up to $5,000,000 USD in application revenue. In order to participate in this program you must opt in through your Oculus Developer Dashboard. Read more on the UE4 Royalty Payment Program page.
Quick Start: To get started developing Unreal applications for the Oculus headset that you wish to target, please see:
Controllers: To handle input events generated by the Oculus controllers, please see:
Audio: For an overview of VR audio features, please see:
Rendering: To enhance rendering quality and optimize the frame rendering rate, please see:
User Experience: To provide the best possible user experience, please see:
Reference: For a complete reference guide to all Oculus Unreal functions, please see: