We have gathered frequently asked questions from the developer community and have provided the answers below for your reference.
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.
While it is not a requirement to use the release channels, we recommending managing your builds in this way. This is the most effective method of deploying to specific users for testing as well as managing different builds.
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
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.
Please contact the store submissions team at submissions@oculus.com to request price changes for your app.
Please contact the store submissions team at submissions@oculus.com referencing the need to suspend distribution of your app.
Samsung Galaxy S8+
Samsung Galaxy S8
Samsung Galaxy S7E
Samsung Galaxy S7
Samsung Galaxy S6
Samsung Galaxy S6E
Samsung Note 5
Check your player settings and make sure "Virtual Reality Supported" is checked and that "Oculus" is in the list of supported devices.
There are two things you can look into to solve this problem:
Check and make sure that you have added both OVRManager and OVRPlatform script files to your scene.
The headset must be on your head for touch haptics to be activated.
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.
The command to set the pixel density in UE4 is 'hmd pd'. You need to detect what phone you're running on an scale it up to increase the quality.
Yes, but not unless you build from source. You can use Wwise and our plugin to render ambisonics and Media Framework to render video.
No. The stereo cubemap won’t line up with 3D content when the user’s head pose has any pitch or roll.
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
We currently do not recommend using HDR on mobile platforms. This is because HDR consumes far more texture bandwidth than the regular pipeline.
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/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)