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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.
We're no longer accepting submission of 32-bit Oculus Quest apps. Any new or updated Oculus Quest application needs to be 64-bit. Please contact Oculus if you are unable to comply with this policy. Oculus Go and Gear VR apps will not be affected by this change.
This section describes input actions that are reserved for system level functionality. This includes the following physical buttons: Volume, Back, and Home.
The Back button, Home button, and Volume button behaviors must conform to specific requirements.
Volume adjustment on the Oculus Quest is handled automatically. The volume control dialog display is also handled automatically by the VrApi. Do not implement your own volume display handling or users will see two juxtaposed displays.
You may override automatic volume display handling if necessary by setting VRAPI_FRAME_FLAG_INHIBIT_VOLUME_LAYER as an ovrFrameParm flag.
Volume buttons are not exposed through VrApi interfaces.
Menu button presses are of three types: long-press, short-press, and aborted long-press.
Short-press Menu button behavior is determined by the application. It is typically (but not necessarily) treated as a generic back action appropriate to the application’s current state.
Menu actions usually prompt apps to navigate one level up in an interface hierarchy. For example, a short-press on the Menu button may bring up the application’s menu. In another application, a short-press may act as a generic back navigation in the UI hierarchy until the root is reached, at which point it may bring up an application-specific menu, or enter the Quit Confirmation dialog, allowing the user to exit the application.
In applications built with Unity, if no satisfactory stateful condition is identified by the application, the short-press opens the Quit Confirmation dialog, allowing the user to exit the app and return to Oculus Home. Applications built with other engines must implement this handling - see the VrCubeWorld_NativeActivity sample for an example.
An aborted long-press results in no action, and when a timer is being shown cancels the timer.
When using the VrApi interfaces, the Menu button will be shown to be down for a short press only on the frame that it is actually released. This prevents the app from having to implement its own short press detection.
A Home button press always opens a dialog to return the user to Oculus Home. This behavior is handled automatically by the VrApi.
The Home button is not exposed through the VrApi interfaces, and no Android events will be passed to the app for the Home button.