The site has a new content architecture. We've added the ability to select your development device to show device-specific content. Please read our blog post Oculus Developer Center Update: Device-centric Documentation Architecture for more information.
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.
This guide covers everything you need to know to get started developing Unreal applications for the Oculus Go.
Setup the headset, as described in Getting Started With Your Oculus Go
There are a number of ways that you can obtain the Oculus Unreal distributions:
Important: To access the Epic and Oculus GitHub repositories, you must be logged in to GitHub and subscribed to the private EpicGames/UnrealEngine repository (see UE4 on GitHub for details). Otherwise, you will receive a 404 error when you try to access the repository links. An Unreal license is not required.
Note: An Oculus Signature File (OSIG) is not required for Oculus Go.
Your screen should look like this:
Press the Create Project button to create the project and load a blank project.
Select Edit > Plugins, choose the Virtual Reality section, and make sure that the OculusVR Plugin is enabled.
Select Edit > Project Settings. Then, under Project, select the Maps & Modes section:
Under Default Maps, set both the Editor Startup Map and the Game Default Map to the Level that you just saved:
Scroll down and select Engine > Input. Locate the Mobile section:
For Default Touch Interface, select Clear, which sets this value to None:
The result should look like this:
Scroll down to the Platforms section, select Android. Then scroll down on the right-hand side to the APK Packaging section, and if necessary click Configure Now:
Open Advanced APKPackaging and check Configure the AndroidManifest for deployment to Oculus Mobile. Also check Remove Oculus Signature Files from Distribution APK unless you’re building development apps for Gear VR.
Click on the Android SDK section, and make sure that Android SDK tools that are needed to build your project point to the correct folder on your PC and set to the following API levels:
Scroll to the Engine section, select Rendering, and make sure Mobile HDR is turned off:
This section describes how to launch your UE4 project so that it can be viewed in the Oculus Go headset.
In the UE4 Editor, click beside the Launch icon to open Options for Launching on a Device:
All Unreal apps that ship on the Oculus Store are recommended to implement the Entitlement Check to verify that the user’s app is legitimate. For information about how to implement the Entitlement Check, please see the Unreal Development Getting Started in the Platform SDK guide.
When you are ready to distribute your application, an Android Distribution Keystore is required for submission to the Oculus Store.
Before building your final release package, create a new Android keystore as described in the section “Manually Sign an APK” in Android’s Sign your Applications guide. Once you have generated your distribution keystore, in the Unreal Editor, go to Edit > Project Settings > Platforms > Android, scroll down to Distribution Signing, and enter the required information.
See the Application Signing section of the Mobile SDK documentation for more information.
Note: It is important to review Distribute, which covers Oculus Store submission requirements and guidelines.