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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.
The Oculus Go Controller is an orientation-tracked input device available through Unreal as a Motion Controller.
Your application can use Blueprints to access every input event generated by the Oculus Go controller. For a full description of these blueprints, please see Mapping Oculus Controller Input to Blueprint Events.
For a discussion of best practices for the Oculus Go controller, see Gear VR Controller Best Practices. This blog article was written for Gear VR prior to the release of Oculus Go. However, the best practices that this article promotes apply to the Oculus Go controller.
For instructions on how to add a Motion Controller component to your Pawn or Character, see Motion Controller Component Setup in Epic’s Unreal documentation. Epic has also provided a detailed training tutorial called Setting Up VR Motion Controllers.
Oculus Go locates the controller relative to the user by using a body model to estimate the controller’s position. Whether the controller is visualized on the left or right side of the body is determined by left-handedness versus right-handedness, which is specified by users during controller pairing.
Orientation tracking is handled automatically by the Motion Controller Component. If you need to query the controller orientation, you can query the Motion Controller rotation.
Motion Controller Components must be specified as either left or right controllers when they are added, and each Oculus Go Controller button mapping has a left/right equivalent. However, any button click sends both left and right events, so the setting you choose when you add the Motion Controller component has no effect.
You will find an example of the Oculus Go controller input in our Input sample available in the directory <install>/Samples/Oculus. Please see the sample and its Level Blueprint for a full illustration of how to use the controller in your game, including the button mappings.
For the Oculus Go controller, the user interface of your VR experience should follow these natural scrolling and swiping gestures: