This section provides in-depth information building and packaging Unreal applications that target Oculus Quest and Quest 2.
Once your environment is set up with the appropriate tools and your project settings are configured properly, you can build virtual reality projects targeting Android, and then load and run the APKs on the Oculus device.
adb devices. Note that depending on the device you are using, you may need to configure your connection for software installation. For more information, see ADB in the Mobile SDK Developer Guide.
You may also directly build and launch an application to your Oculus headset without saving the APK locally.
You may launch the Unreal Engine with a configuration option to use the Oculus plugin in conjunction with the Mobile renderer on the PC. This allows you to preview mobile development from the desktop using an Oculus Rift. To do so, disable OculusRift and SteamVR plugins for your project, and add
-OpenGL -FeatureLevelES2 to your command line.
Although it is possible to preview mobile applications in the Oculus Rift during development, it is not generally useful to do so, because Rift applications are subject to substantially different performance requirements. For more, see “Performance Targets” in Oculus Quest: Testing and Performance Analysis. You may find it easiest to use the 2D preview in Unreal, and then either build an APK or use Launch on Device when you need to view the app in VR.
Note: Mobile Content Scale Factor is not currently supported for Oculus development.
Oculus provides Blueprints for common Oculus operations such as querying battery level and headphone connection status.
For more information, see Blueprints Reference.
The Oculus SDK offers advanced mobile rendering feature such as multi-view and hybrid monoscopic rendering. Under some conditions these features can significantly improve performance. For more information, see Rendering.