Oculus Go Development

On 6/23/20 Oculus announced plans to sunset Oculus Go. Information about dates and alternatives can be found in the Oculus Go introduction.

Oculus Quest Development

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.

Console Commands and Variables Reference

This document reviews useful Unreal Engine console commands and console variables available for Oculus development.

Typically you open the console by pressing the ~ (tilde) key, however opening the console window in Unreal varies by operating system and configuration, and you should consult the Unreal Engine documentation.

For a list of all commands you can type dumpconsolecommands in the console.

Unreal Engine VR Commands

Following are some commands for general VR development.

TaskConsole Command
Prints the version info for the current devicevr.HMDVersion
Enables or disable the HMDvr.bEnableHMD [bool]
Enable or disable Stereo modevr.bEnableStereo [bool]
Change world units to meters scalevr.WorldToMetersScale [float]
Enable or disables hidden-area maskvr.HiddenAreaMask [bool]
Set screen modevr.SpectatorScreenMode [0..5] where 0=Disabled, 1=SingleEye Letterboxed, 2=Undistorted, 3=Distorted, 4=SingleEye, 5=SingleEye Cropped
Set tracking origin to floor or eyevr.TrackingOrigin [floor/eye]
Reset the position and orientation and apply yaw in degreesvr.HeadTracking.Reset [yaw]
Reset position onlyvr.HeadTracking.ResetPosition
Reset orientation only and apply yaw in degreesvr.HeadTracking.ResetOrientation [yaw]
Shows current head tracking statusvr.HeadTracking.Status

Oculus Commands

Following are some commands specific to Oculus VR development.

TaskConsole Command
Launch the Oculus Perfomance Windowvr.oculus.ShowToolWindow
Intitiate a CPU stress testvr.oculus.Stress.CPU [PerFrameTime [TotalTimeLimit]]
Intitiate a GPU stress testvr.oculus.Stress.GPU [LoadMultiplier [TimeLimit]]
Reset the stress tester and stop all currently running stress tests.vr.oculus.Stress.Reset

Oculus Mixed Reality Commands

Following are some Oculus mixed-reality commands. Note that Chroma key settings allow for fine-tuned control of how the video and application streams are composited. Use these settings to set the reference color of the green screen and control various thresholds at which video pixels are included or excluded from the final frame.

TaskConsole Command
With ExternalCompositionPostProcess enabled, adjusts the camera latency with external composition softwareoculus.mr.CastingLantency [0.0..0]
Set the chroma key color R valueoculus.mr.ChromaKeyColor_R [0..255]
Set the chroma key color G valueoculus.mr.ChromaKeyColor_G [0..255]
Set the chroma key color B valueoculus.mr.ChromaKeyColor_B [0..255]
Set the Chroma Key Similarity - Increase this value if the green screen is partially visible, and reduce this value if the person in the scene partially disappears.oculus.mr.ChromaKeySimilarity [- float]
Set the Chroma Key Smooth Range. Increase this value to make the person image more smooth, and decrease it to sharpen.oculus.mr.ChromaKeySmoothRange [float]
Set the Chroma Key Spill Range. Increase this value to reduce green edges around the person’s image. Decrease it if the image looks overly desaturated.oculus.mr.ChromaKeySpillRange [float]
Set the composition to post-process meaning the casting window includes the background and foreground view.oculus.mr.ExternalCompositionPostProcess
Override the parameters with the specified values.oculus.mr.OverrideParameters [0,1]

Command-line Parameters for Mixed-Reality Sample

A sample map with mixed reality capture enabled is available in the private Oculus Unreal GitHub repository under Samples/Oculus/MixedRealitySample.

Once you package the sample scene, you may launch it with the parameters listed in the following table. You may set your application to launch with mixed reality capture enabled in Blueprints for debugging purposes only. The Blueprint setting bCastingAutoStart is automatically disabled when you build your package.

TaskConsole Command
Launch in direct composition mode with MirrorWindow projection. In this case the Oculus MR Output window would get minimized automatically-mxr_project_to_mirror_window
Launch in launch in MultiView mode-mxr_open_multiview
Auto open the Oculus MR Output window in the DirectComposition mode-mxr_open_direct_composition