The Oculus platform provides the Sharing feature, which enables users to share their VR experience by livestreaming video to their Facebook network. In addition, users can cast content from their Oculus device to another device on the same network.
Note: The Sharing feature is only available for Android apps at this time.
Users who wish to share with their Facebook network first need to link their Oculus account to their Facebook account. If you want users to share content from your apps, notify them that Sharing is available to them if they link their accounts using the Settings -> Linked Account -> Link to Facebook section of the Oculus 2D app.
It is important to note that the Sharing feature is enabled for your apps by default. To disable Casting, Livestreaming or Video Recording for your apps, navigate to Sharing in the Developer Dashboard, select an app, move the slider to disable, and then choose Save.
All sharing is initiated by the user through the Oculus Platform. However, there are a couple of SDK methods you should call at certain points in your game to accommodate livestreaming. For example, you should pause a livestream if the user is entering a password or credit card information. Then, once the user has finished that activity, you can resume the stream.
The following platform methods can be called from the client app.
Check the livestream status:Platform.Livestreaming.GetStatus()
Pause the livestream:Platform.Livestreaming.PauseStream()
Resume the livestream:Platform.Livestreaming.ResumeStream()
Livestreaming a user’s experience may have an impact on the performance of your app. We recommend testing how your app performs when a user is livestreaming and adjusting features and performance as appropriate.
To test livestreaming in your app:
ovr_Livestreaming_GetStatus()
check to your app to determine when a user has enabled livestreaming.ovr_Livestreaming_GetStatus()
.