App Policies

The following policies will apply to all apps hosted on the Oculus Platform.

Payments and Advertising

Apps hosted on the Oculus Platform may not contain, use, or make available commerce solutions — including for app payment processing, in-app purchases, or in-app advertising — except as provided in the Oculus Platform SDK, or otherwise expressly agreed by you and Oculus in writing. For example, if your app has in-app purchases, and your app is distributed through any Oculus distribution channel, including the Oculus Store, you must use the Oculus Platform In-App Purchases to handle such payment processing.

Apps that Facilitate the Installation of Other Apps

The Oculus Platform is intended to provide quality content designed to operate on Oculus devices. In order to safeguard the integrity of the Oculus Platform, and promote a good user experience, apps cannot enable or facilitate any installation, distribution, download or access with respect to any other platform, app, or game, or any content package or other add-on, plug-in or extension, except as expressly authorized by Oculus to you in writing.

Apps that Override System Behavior

We want users to enjoy their apps within a reliable and trustworthy ecosystem. Our Oculus system-level features were designed to enhance and streamline the user experience across apps. You must not disable, override or otherwise alter any such system-level features or other system behavior. In addition, your apps must not contain any features, functionalities or other elements that could confuse users regarding the distinction between your app and the Oculus system (e.g., by mimicking any system-level feature, or introducing any feature that users would reasonably expect to be a system-level feature). Please note that our SDK Agreement also prohibits any such activities.

Restricted Use of Oculus Name and Logos

No trademarks of Oculus — including its name, logo, and those of its products or its partners’ products such as “Rift,” “Gear VR,” “Go,” or “Quest” — may appear anywhere in your app. The exceptions are:

  • References to Oculus hardware or services, (e.g., in a “Quit to Oculus Home?” dialog box or similar UI).
  • Models or meshes supplied to you by Oculus explicitly for inclusion in your app, (e.g., controller models with the Oculus logo).

The Oculus Brand site contains detailed information about how you may use the Oculus name and assets.

App Sharing

The Multi-User feature allows a primary user to add other users to their Oculus device. Once Multi-User is enabled, the primary account holder can also enable App Sharing to share their app entitlements with those secondary accounts. Secondary account holders will be able to launch the primary user’s apps from their own app libraries on the shared device and have their own identities, achievements, and game saves in the apps.

App Sharing is a platform feature and all apps submitted to the Oculus Platform after February 12, 2021 must support App Sharing, unless otherwise agreed to in writing by Oculus. For existing Quest apps on the Oculus Store or submitted for review before February 13, 2021, developers have the choice to opt-out of App Sharing, either entirely or only with respect to sharing of certain add-on content. The deadline to opt-out is February 12, 2021. After February 12, 2021, existing Quest apps on the Oculus Store that have not opted out will automatically support the App Sharing feature. Existing Rift, Go, and Gear apps submitted before February 13, 2021 are not affected by this policy.

Notwithstanding the foregoing, apps submitted through App Lab, even if submitted prior to February 13, 2021, must support App Sharing and may not opt-out unless otherwise agreed to in writing by Oculus as stated in our App Lab Policies.

For clarity, this policy applies notwithstanding anything to the contrary in the Distribution Agreement.


Apps may include streaming functionality, provided that the streaming content source is connected via a local network tethered to a user’s PC, either by a wired or wireless connection. Apps that exclusively provide rectilinear (2D) or non-interactive video content can also stream content from other sources. If the introduction of streaming may cause lowered frame rates or increased latency, developers should provide a robust warning to users for potential discomfort. See Oculus VRCs for best practices in streaming. (Updated March 4, 2021).