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Voice SDK enables you to enhance your user’s app experience with voice for a more natural and flexible way to interact with it. For example, voice commands can shortcut controller actions with a single phrase, or interactive conversation can make the app more engaging. |
Oculus Developer Hub (ODH) |
A desktop companion app for Windows and macOS that streamlines Quest development. This tool simplifies common development tasks like device management, tool discovery and installation, and much more. See below for a few of the highlights, and be sure to check out the ODH Documentation. |
Mixed Reality (MR) |
A view of the real world where anywhere from 0% of 100% of the view is covered by rendered pixels. When 0% of the view is covered by rendered pixels, it’s human vision. When 100% is covered by pixels, it’s virtual reality. Everything in between falls under mixed reality. |
Native |
Creating a native app means building an engine from the ground up with programming languages and tools that are specific to a single platform. |
Oculus |
The former name of the Meta Quest line of products. |
Oculus Start |
A program created for developers who have either launched a VR application, or are in the process of releasing a VR application. Before applying to Oculus Start, be sure to be logged into your Oculus Developer account and have a build ready in your developer organization to get started. This is not a program for beginn... |
OpenXR |
An open standard for accessing VR, AR, and MR platforms and devices. |
OVRCameraRig |
The OVRCameraRig Unity prefab provides the transform object to represent the Oculus tracking space. It contains a tracking space game object to fine-tune the relationship between the head tracking reference frame and your world. |
Passthrough |
A feature that provides a real-time 3D visualization of the physical world in the Meta Quest headsets. |
Presence Platform |
Enables VR/AR developers to build mixed reality experiences on Meta Quest, opening up new possibilities through environmental understanding, content placement and persistence, standardized hard interactions, and voice interaction capabilities. We have packaged, positioned and named a suite of SDKs and APIs to form a co... |
Touch Controller |
Self-tracked controllers feature a compact design, realistic feel, and precision controllers. Works with Meta Quest 2 and comes in-box with Meta Quest Pro. Compact Charging Dock comes with purchase. |
Extended reality (XR) |
A view of reality that includes all real-and-virtual combined environments and human-machine interactions. It includes representative forms such as augmented reality (AR), mixed reality (MR) and virtual reality (VR) and the areas interpolated among them. The levels of virtuality range from partially sensory inputs to i... |
ChatGPT |
OK. |
User |
Configure Unity Settings |
Unity |
All-In-One VR |
PC VR |
Quest |
Rift |
The platform for which this article is written (Unity) does not match your preferred platform (Nativa). |
Haz clic aquí para ver la página del índice de la documentación para tu plataforma de preferencia. |
This topic describes basic Unity settings that help you optimize the app performance and quality, and utilize Meta features to ease the app development process. We recommend that you apply these settings as outlined in this guide to meet the minimum technical requirements as defined by Meta Quest store policies and gui... |
The Unity settings are project-specific and you need to configure these settings in a Unity project. Before you begin with the settings configuration, create a new Unity project or open the project in which you want to configure these settings. |
Set Target Platform |
Before you proceed with any other project settings, set the target platform for the app as each platform has unique settings. |
The target platform for Oculus Quest and Quest 2 is Android. To submit your app to Oculus Store or App Lab, you need to create a release-ready package that users can install and run on their Oculus Quest headsets. The release-ready package contains the APK file, which has compiled source code, resources, assets, manife... |
On the menu, go to File > Build Settings. |
Under Platform, select Android. |
Click Switch Platform. |
Note: Select Development Build to test and debug the app. When you’re ready for the final build, clear the selection as it may impact the app performance. |
General Settings |
Add general details that uniquely identify your company and the app in the Unity editor. You only need to set this as all the platforms share this information. |
On the menu, go to Edit > Project Settings > Player. |
In Company Name, type the name of your company. Unity uses this to locate the preferences file. |
In Product Name, type the name of your app or product that you want it to appear on the menu bar when the app is running. Unity also uses this to locate the preferences file. |
In Version, type the version number that identifies the iteration. For subsequent iterations, the number must be greater than the previous version number. |
Package Identification Settings |
The build system uses the package identification attributes to uniquely identify the app in the Meta Quest ecosystem. It sets the package name as the application ID in the build.gradle file and as a value to the package attribute in the Android manifest file. |
On the menu, go to Edit > Project Settings > Player, and then expand the Other Settings tab. |
On the Other Settings tab, under Identification, do the following: |
a. In Package Name, enter a unique package name. It must be unique within the Oculus ecosystem and the structure should be com.CompanyName.AppName. Feel free to deviate from the app’s title and choose a package name arbitrarily, if needed. For example, if the company’s name is Jane Doe Inc. and the app’s title is Move ... |
b. In Version, type the version number that identifies the iteration. For subsequent iterations, the number must be greater than the previous version number. If you’ve set the version number in product details, Unity automatically populates the version number. |
c. In Bundle Version Code, increment the existing version code. This version is used internally to determine whether one version is more recent than another, with higher numbers indicating more recent versions. |
d. In Minimum API Level, set the minimum Android version to Android 10 (API level 29) for Oculus Quest and Oculus Quest 2. |
e. In Target API Level, select Automatic (highest installed) to let the app support the highest Android version available. |
Configuration Settings |
Do the following configuration settings to fulfill the Meta Quest Store requirements. |
On the menu, go to Edit > Project Settings > Player, and then expand the Other Settings tab. |
On the Other Settings tab, under Configuration, do the following: |
a. In the Scripting Backend list, select IL2CPP as it provides better support for apps across a wider range of platforms. |
b. Clear the ARMv7 checkbox and instead select the ARM64 checkbox. Only 64-bit apps are accepted on the Meta Store. |
c. In the Install Location list, select Automatic to indicate that your app can be installed on the external storage, but you don’t have a preference of install location. |
XR Management |
Meta streamlines XR support via Unity’s XR Plugin Management package. To build immersive Meta Quest apps, we strongly recommend using Oculus XR Plugin in combination with the Meta XR Core SDK, which is available individually or as part of the Meta XR All-in-One SDK. The Install XR Plugin topic has detailed information ... |
Rendering Settings |
Subsets and Splits
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