Frequently Asked Questions

We have gathered frequently asked questions from the developer community and have provided the answers below for your reference.

Store Submissions FAQs

There are multiple steps involved in the review process, and you should receive notification throughout each stage of the review. If you have concerns about a deadline that you need approved by, we recommend submitting for review two to three weeks in advance.

Was this answer helpful?

While it is not a requirement to use the release channels, we recommend that you manage your builds in this way. This is the most effective method of deploying to specific users for testing as well as managing different builds.

Was this answer helpful?

GearVR

Samsung S7E: SM-G935A (USA AT&T)

Samsung S7: SM-G930A (USA AT&T)

Samsung S6: SM-G920A (USA AT&T)

Samsung S6E: SM-G925A (USA AT&T)

Samsung Note 5: SM-N920A (USA AT&T)

Samsung Note 4: SM-N910A (USA AT&T) (If your app supports Note 4)

Rift

NVIDIA GTX 970 / AMD 290

Intel i5-4590

8GB+ RAM

Was this answer helpful?

We require a variety of artwork so that your content looks beautiful and compelling across the Oculus ecosystem. Art guidelines are located here.

Was this answer helpful?

Sometimes there is a lag between approval of your app and display in the Store. Your app will go live the morning after approval has been granted.

Was this answer helpful?

Please contact the store submissions team at submissions@oculus.com to request price changes for your app.

Was this answer helpful?

Please contact the store submissions team at submissions@oculus.com referencing the need to suspend distribution of your app.

Was this answer helpful?

Samsung Galaxy S10e

Samsung Galaxy S10

Samsung Galaxy S10+

Samsung Galaxy S9

Samsung Galaxy S8+

Samsung Galaxy S8

Samsung Galaxy S7E

Samsung Galaxy S7

Samsung Galaxy S6

Samsung Galaxy S6E

Samsung Note 5

Was this answer helpful?

Please reach out to our parent company, Facebook regarding any finance related questions. You may contact them here.

Was this answer helpful?

Unity FAQs

Check your player settings and make sure "Virtual Reality Supported" is checked and that "Oculus" is in the list of supported devices.

Was this answer helpful?

There are two things you can look into to solve this problem:

  1. Your copy of OVRPlugin.dll is modified or corrupted in some way.
  2. You have tried running an executable that has non-english Unicode characters in the path name.

Was this answer helpful?

Check and make sure that you have added both OVRManager and OVRPlatform script files to your scene.

Was this answer helpful?

The headset must be on your head for touch haptics to be activated.

Was this answer helpful?

Not typically. Depending on the type of projector being used this may be possible. Please see the forum thread here for more information.

Was this answer helpful?

Unity’s render statistics report a higher FPS than reality because they track all cameras. You should only take into account the Oculus script’s FPS reading.

Was this answer helpful?

Unreal Engine FAQs

Please see the blog post on optimizing for Gear VR here for a good break down of best practices.

Was this answer helpful?

Please see the forum post here regarding setting this up. There are also instructions regarding setting up a basic list of players in text format as well.

Was this answer helpful?

The command to set the pixel density in UE4 is 'hmd pd'. You need to detect what phone you're running on and scale it up to increase the quality.

Was this answer helpful?

Yes, but not unless you build from source. You can use Wwise and our plugin to render ambisonics and Media Framework to render video.

Was this answer helpful?

No. The stereo cubemap won’t line up with 3D content when the user’s head pose has any pitch or roll.

Was this answer helpful?

There are two ways to render a portal: rendering to a texture for the content on the other side of the portal and regular render and stencil in the foreground geometry. The second approach is definitely going to work better performance wise on the Gear due to bandwidth limitations.


Here are some helpful links:

https://wiki.unrealengine.com/Portals

https://answers.unrealengine.com/questions/49911/recreating-udks-utportals.html

Was this answer helpful?

We currently do not recommend using HDR on mobile platforms. This is because HDR consumes far more texture bandwidth than the regular pipeline.

Was this answer helpful?

In unreal engines 4.13+ there is the ability to use a cubemap overlays to perform this function.

You will need to tick the LeftTexture box in Cubemap Overlays Properties to enable it.

See the documentation here:

https://developer.oculus.com/documentation/game-engines/latest/concepts/unreal-overlay/

Was this answer helpful?

Yes. See the following instructions: All the parameters that in blueprint are given to AddLoadingSplashScreen can also be written in the DefaultEngine.ini file of their game (Config/DefaultEngine.ini), as shown:


(most of those parameters are optional)

[Oculus.Splash.Settings]

TexturePath=”path”

DistanceInMeters=translation (vec3)

Rotation=rotation (quaternion)

SizeInMeters=size (vec2)

DeltaRotation=delta (quaternion)

Was this answer helpful?

Developer Verification FAQs

Starting October 8, 2020, all Oculus developers will need to verify their accounts by providing a payment method and/or phone number.

Was this answer helpful?

  • Go to https://dashboard.oculus.com/verify/
  • If prompted, login with your Oculus Developer account
  • Verify your account with one of the two following options:
    • Confirm your mobile number to set up SMS two-factor verification
    • Add a payment method to your account

Was this answer helpful?

If you’ve set up 2-fac with your Oculus account, you’re already in compliance and do not need to verify.

Was this answer helpful?

If you’ve already added a payment method, you’re already in compliance and do not need to verify.

Was this answer helpful?

Developers in organizations with bank account information (i.e. published apps) will be exempt. If you belong to multiple Orgs, all Orgs will need to have bank account info, otherwise the individual will see the verification prompt.

Was this answer helpful?

Existing developers will have until February 1, 2021 to add verification. New developers will be required to verify starting October 8, 2020.

Was this answer helpful?

As of February 1, 2021, if you do not verify your developer account, your account will be locked on Developer Dashboard, which means you cannot make updates to your apps or access information about your apps until you verify your account. As we continue to improve our tools, we may apply additional restrictions in the future, including locking your account on other Oculus surfaces.

Was this answer helpful?

Data Use Checkup FAQs

No. Only developers requesting access to those platform features that require oversight, which include User ID, User Profile, Avatars, Deep Linking, Friends, Invites, Matchmaking, In-App Purchase, and Parties.

Was this answer helpful?

You will receive a notification via email and also be notified within the Oculus Developer Dashboard upon login. If you know your app uses any of the platform features that require oversight, you can proactively complete the checkup beginning October 8, 2020. If your app does not use any of the platform features that require oversight, you do not need to complete Data Use Checkup.

Was this answer helpful?

Starting October 8:

  • Go to the Developer Dashboard > Your App > Data Use Checkup
  • Select the features that apply to your application
  • Review the allowed usage for each feature and certify you are in compliance by clicking the box next to the certification statement
  • Click the Submit button
  • Your Data Use Checkup request will be reviewed, and you will be notified of the outcome.

Was this answer helpful?

You will need to renew your certification on an annual basis, starting from the day the first certification was approved. You will receive a warning 90 days before the certification renewal is due.

Was this answer helpful?

If your application is live in the Oculus Store, you will have 90 days to complete the Data Use Checkup process once notified. Notifications will be sent via email to the email address associated with your Oculus account. If you do not complete Oculus Data Use Checkup within the 90-day window, your app will be removed from the Store until the checkup is completed. If you still haven’t completed it by October 1st, 2021 your access to Oculus Platform features will be revoked.

Going forward, you will need to renew your certification annually starting from the day your first certification was approved. You will receive a warning 90 days before your certification is due. If you have not completed the certification by that deadline your app will be removed from the Store. If you have still not completed the certification by 30 days after that deadline, your app’s access to Oculus Platform features will be revoked.

Was this answer helpful?

Oculus App Review ensures that your application meets all of our Virtual Reality Checks (VRCs), Content Policy and Publishing Asset Requirements. Data Use Checkup ensures your access to platform features and data use comply with the Oculus Developer Data Use Policy.

Was this answer helpful?

GDPR FAQs

The General Data Protection Regulation (GDPR), which goes into effect May 25, 2018, creates consistent data protection rules across Europe. It applies to all companies that process personal data about individuals in the EU, regardless of where the company is based. Processing is defined as anything related to personal data, including how a company handles and manages data, such as collecting, storing, using and destroying data.

Was this answer helpful?

Each company is responsible for complying with the GDPR, just as they are responsible for complying with the laws that apply to them today.

Was this answer helpful?

Developers must implement and disclose their own complete and accurate privacy policy explaining how they collect, use, and disclose data as required by applicable law. Because each developer has different practices and uses information in different ways, using Oculus's privacy policy would not be appropriate.

Was this answer helpful?

Your privacy policy must explain your practices regarding the collection, use and disclosure of data, and we cannot write it for you. We suggest you contact your legal team or seek external counsel

Was this answer helpful?

Whether or not your app is compliant depends on many factors that we cannot evaluate for you. It is your responsibility as the developer to make sure that your app complies with the GDPR.

Was this answer helpful?

In light of the GDPR, we are offering new tools and information to people who use our services to help them better control their privacy and understand how Oculus uses information. For information about some of the efforts we're taking to make sure we are complying with the GDPR, see our blog post here.

Was this answer helpful?