The basics of developing for Oculus Browser.
The user-agent (UA) string for Oculus Browser is:
Mozilla/5.0 (Linux; Android 7.1.1; Pacific Build/N9F27L) AppleWebKit/537.36 (KHTML, like Gecko) OculusBrowser/126.96.36.199 SamsungBrowser/4.0 Chrome/61.0.3163.109 Mobile VR Safari/537.36
The UA string should not be used for feature detection.
The UA string has a different token on different devices:
The WebVR VRDisplay.displayName property for Oculus Go is Oculus Go.
On Oculus Go, Oculus Browser renders 2D web page content at 72Hz refresh rate by default, and WebVR content at 60Hz refresh rate by default.
Oculus Browser is based on Chromium. You can use Chrome's remote debugging feature to target your Oculus Go or Gear VR device. This lets you access all of your familiar tools including the console, timeline, profiler, DOM viewer, access to the address bar, and refresh features.
If you have not set up your device or have never connected your Oculus Go or Android phone to your development machine, see Debugging Your Content.
Alternatively, most experiences can be debugged before you ever launch the Oculus Browser. Here are some quick tips to debugging your experience locally before you enter VR:
Now, with a WebVR capable device in hand, the easiest way to start developing is to start building on top of WebGL, or the WebGL framework of your choice. These experiences will run on most devices and will be very easy to enhance for use by the WebVR APIs.