Forum Discussion
ColdSpike
6 years agoExplorer
Question about Oculus Quest Development
I was wondering about this https://developer.oculus.com/blog/submitting-your-app-to-the-oculus-quest-store/ Once the developer documents for Quest go public, will Oculus still require developers to u...
Schneider21
6 years agoExpert Protege
@jphilipp:
To clarify, I don't have a Quest yet. I have two Gos for work that I build on frequently, though, and Oculus has stated publicly the development process is the same.
This guide isn't bad. Be sure to follow any of the links pointing to sections you're not familiar with.
Basically, though, after enabling developer mode on the Go/Quest, you'll be able to plug the charging cable for the Go into your computer (Mac or PC) and your machine should recognize it as an Android device. In Unity, you'll target the Android platform and enable VR and all that stuff. If you haven't done Android builds before, you'll have to make sure you have the Android SDK, JDK, and NDK setup properly, but my understanding is that Unity 2019 makes that a lot easier (I'm still on 2018).
When you're ready, using "Build and Run" will push the app up to your Go directly upon a successful compile. The app will start up right away, but if you close it and want to access it again, it's under the "Unknown Sources" tab in your library. You don't have to stay connected to the PC after the build transfers.
I'm still figuring out a bunch of things, but if you have any questions when you get started, feel free to reach out! Good luck!
To clarify, I don't have a Quest yet. I have two Gos for work that I build on frequently, though, and Oculus has stated publicly the development process is the same.
This guide isn't bad. Be sure to follow any of the links pointing to sections you're not familiar with.
Basically, though, after enabling developer mode on the Go/Quest, you'll be able to plug the charging cable for the Go into your computer (Mac or PC) and your machine should recognize it as an Android device. In Unity, you'll target the Android platform and enable VR and all that stuff. If you haven't done Android builds before, you'll have to make sure you have the Android SDK, JDK, and NDK setup properly, but my understanding is that Unity 2019 makes that a lot easier (I'm still on 2018).
When you're ready, using "Build and Run" will push the app up to your Go directly upon a successful compile. The app will start up right away, but if you close it and want to access it again, it's under the "Unknown Sources" tab in your library. You don't have to stay connected to the PC after the build transfers.
I'm still figuring out a bunch of things, but if you have any questions when you get started, feel free to reach out! Good luck!
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 3 years ago
- 6 months ago
- 3 years ago