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.
Unreal is distributed with Oculus plugins which make it easy to develop applications for Oculus platforms. This guide contains development information for the Rift, Rift S, Oculus Go and Oculus Quest.
The Unreal Engine provides integrated support for VR applications that target the Oculus Go, Oculus Quest, and Oculus Rift S headsets. This enables your applications to support stereoscopic rendering, orientation tracking, and positional tracking (on the Oculus Rift S).
This document is your main guide for targeting these headsets, although cross references are provided for the Oculus Mobile SDK and PC SDK developer 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 Unreal 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:
Input: Hand Tracking and Controllers: To handle input events generated by Oculus Touch and Go controllers and through hand tracking, see:
Audio is critical for creating a persuasive VR experience and can contribute strongly to the user’s sense of immersion. See:
To enhance rendering quality and optimize the frame rendering rate, see:
The Oculus Avatar SDK assists developers with implementing first-person hand presence for the Rift and Touch controllers. It includes avatar hand and body assets that are viewable by other users in social applications. The first-person hand models and third-person hand and body models supported by the Avatar SDK automatically pull the avatar configuration choices the user has made in Oculus Home to provide a consistent sense of identity across applications. For more information, see:
To provide the best possible user experience, see:
For a complete reference guide to all Oculus Unreal functions, see:
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