(Resolved) Meta Quest mobile app disables Oculus Go. Setup stucks at "Health and Safety".
Update March 27th: The build 260 is available. https://apps.apple.com/us/app/meta-quest/id1366478176 ----------- Update March 25th: Meta Store support told me that the latest mobile app Version 259 was released with a fix to resolve the issues described in this thread. So, the resolution was given officially. Thank you Meta for the fix, and thanks everyone in this thread as your voices indicated how this issue was significant. 😄 ---------- During setup of Oculus Go by Meta Quest for iOS Version 257.0.0.9.106, I could not play "Health and safety" video, although I pressed "Watch Video" button. As a result, I cannot complete setup my Oculus Go. How do I proceed with the next steps? I also tried the setup by Meta Quest for Android, but the symptom is all the same. Version 258.0.0.9.109 released on Marth 13th also show the same symptoms. Still the setup fails and the headset becomes useless. I can click "Continue" button. But all the three links are inactive. As the video never starts, I cannot complete the setup. My headset becomes a photoviewer of single image prompting me to grab smartphone.Solved42KViews12likes145CommentsPreview Apps Not Appearing
I recently got an invite email from my employer to install a pre-release version of a game we're working on. I clicked the link in the email, which took me to a login page. Upon logging in, I was taken to a page that said "Congrats! You can now find your preview in the My Preview Apps section in the Oculus App." The only problem is, if I go to the My Preview Apps section, it's empty. All it says is "You currently do not have any preview apps." I tried chatting with Customer Support, but they were very unhelpful and said there was nothing they could do as it wasn't an official Oculus app. Would anyone know how to fix this issue? I need to be able to play the game for work purposes, so being delayed like this isn't great. Thanks!3.1KViews5likes5CommentsSelect only Quest 2 as supported device
I'd like for my app to only work on the Quest 2, I've specified this in the android manifest like this (<meta-data android:name="com.oculus.supportedDevices" android:value="quest2"/>). Yet when I upload my app onto the dashboard and preview it on the store page is says "Supported Platforms: Quest, Quest 2". Is there any other place where I have to specify it?2.7KViews5likes5CommentsHorizon Feed being replaced by Navigator starting in v85
As announced during Connect, we’ve been testing Navigator and will ramp up the rollout later this year, starting in v85. As Navigator rolls out, we’ll also begin gradually sunsetting the Horizon Feed in VR. What’s changing Navigator will become the default landing experience when users turn on their headset. Navigator brings experiences, friends and settings together in one place. As part of this shift, we’ll be sunsetting the Horizon Feed in VR. How Navigator improves the user experience Navigator is designed based on feedback from developers and users to make it faster and easier to jump into the experiences people love: All-in-one access: Quickly access experiences, friends, and settings from a single place. Faster return to apps: The App Library is front-and-center on cold boot, making it easy to jump back into pinned and recent apps. Streamlined discovery: The Store is pinned at the top for quick access to new apps, helping users discover something new with less friction. More seamless exploration: Overall navigation is simplified to improve the end-to-end user journey in VR. What the removal of Horizon Feed in VR means for developers The Horizon Feed in VR is not a high-intent surface, and users often see it without a specific intent to browse or purchase apps. Because of that, it historically has not driven strong entitlement conversion, and we don’t expect significant revenue impact for the vast majority of developers. With this rollout, we will monitor for any impact to developer revenue and engagement and continue partnering with developers on ways to surface apps to users effectively in the new experience. Our previous guidance on driving app discovery still applies. We recommend reviewing the latest best practices here. New Navigator assets We’ll be introducing new Navigator-specific creative assets in the future. Apps in the Library have a foreground and a background to enable spatialization of the foreground when the user is hovering over the app tile. You don’t need to take action right now. These assets will be optional at first and will be submitted alongside your app’s metadata. Be sure to refer to our Meta Horizon Store asset design guidelines for the most up to date best practices. The Navigator will utilize your existing Cover Square asset as the spatialized foreground element on hover today. Thank you for continuing to build for Meta Quest. We’re excited about how Navigator will help users find, return to, and enjoy your experiences.5.9KViews5likes0CommentsSearch in Store does not show our App after Transition
Now that the AppLab to Store transition is finalized for all apps and our app was already transitioned some weeks ago, we still struggle to find it in the store via the specified keywords and words from the description. Only the exact app name works like it was before during AppLab days. Is this something we still have to wait for or did we forget to configure something?1.1KViews4likes2CommentsBuilding a Social VR Game From Scratch Part 1: Entitlement
So, I am building Baby VR, a social VR game that I will build with the community on YouTube. While planning the curriculum, I realized that before working on the core things like Networking, Voice Chat or Game Mechanics, we need to first integrate Baby VR into the Meta Horizon Store. And it starts with the Entitlement. So, in this blog post, I will show you how I did the Entitlement for the Meta Horizon Store. Let's get started. Introduction If you're building a VR app for Meta Quest, you absolutely need to implement entitlement checking. There's no way around it. Without it, anyone could potentially access your app without actually purchasing it from the Meta Quest Store. Think of entitlement as your app's bouncer - it checks if someone actually paid to get in before letting them through the door. Meta requires entitlement checks for apps published on their store, and it's really not optional if you want to protect your work and ensure users have legitimately obtained your application. According to Meta's official documentation. In this blog post, I'll walk you through a real-world implementation that handles all the edge cases - retry logic, error handling, and proper user data retrieval. Let's dive in. How It Works: The Complete Flow Before we get into the code, here's the big picture of how the entitlement process flows: The system consists of a few key components working together=> MetaStoreManager - The main orchestrator that kicks everything off EntitlementHandler - Does the heavy lifting of verification Event System - Notifies other parts of your game when entitlement completes MetaPlayerData - Stores the user info we retrieve Step-by-Step Implementation 1. The MetaStoreManager: Your Entry Point The `MetaStoreManager` is a Unity `MonoBehaviour` that orchestrates everything. It's simple - it initializes the entitlement handler and listens for when the entitlement completes: When you call `Initialize()`, it kicks off the entitlement process. Once complete, it stores the player data for use throughout your game. 2. The EntitlementHandler: The Core Logic This is where the real work happens. The handler performs a four-step verification process with automatic retry logic (up to 3 attempts with 2-second delays between retries): The `CheckEntitlement()` method runs four critical steps in sequence - if any step fails, the whole process fails and retries: Step 2 is the critical one- `CheckUserEntitlement()` calls `Entitlements.IsUserEntitledToApplication()` which queries Meta's servers to verify the user actually purchased your app. This is where the piracy protection happens. The other steps retrieve user data (ID, display name, Oculus ID) and generate a cryptographic proof (nonce) that you can use for server-side verification later. 3. The Data Structure After successful entitlement, you get a `MetaPlayerData` object containing: public class MetaPlayerData { public string UserId; // Unique user identifier public string UserName; // Display name public string AliasName; // Oculus ID public string OculusNonce; // Cryptographic proof for server verification } The`OculusNonce` is particularly important - it's a proof token you can send to your backend server to verify the user's identity securely. Best Practices When to check: Run entitlement as early as possible - ideally during your splash screen or initial loading. Don't let users access premium features until verification completes. Error handling: The implementation includes automatic retry logic (3 attempts with 2-second delays), but you should also show user-friendly error messages and provide a manual retry option if all attempts fail. Security: Never trust client-side verification alone. Always use the `OculusNonce` to verify user identity on your backend server for critical features. This prevents tampering and ensures real security. Performance: The async/await pattern keeps everything non-blocking, so your game stays responsive during the verification process. Common Issues and Solutions Entitlement always fails? Make sure your app is properly configured in the Meta Developer Dashboard, and test on a device that has actually purchased the app. Network issues can also cause failures. Platform not initializing? Verify the Oculus Platform SDK is properly imported and check your AndroidManifest.xml for required permissions. Also ensure you're testing on actual Quest hardware. User data not retrieved? The user needs to be logged into their Oculus account, and privacy settings might be blocking access. Check both the device settings and ensure you're using a compatible SDK version. Quick Integration Example Here's the basic pattern for using this in your game: Conclusion Meta Store entitlement isn't optional - it's a requirement for protecting your VR application. The implementation we've covered gives you: - ✅ Robust verification with automatic retry logic - ✅ Complete user data retrieval for personalization - ✅ Event-based architecture that keeps your code clean - ✅ Production-ready error handling Remember to test on actual Quest hardware, verify your app configuration in the Meta Developer Dashboard, and always implement server-side verification using the `OculusNonce` for critical features. This system provides a solid foundation that protects your app while keeping the user experience smooth. The retry logic handles network hiccups, and the event system keeps everything decoupled and maintainable. Let me know if you need the source code. Additional Resources Meta's Official Entitlement Check Documentation *This blog post is based on a production implementation. Always refer to the latest Meta documentation for the most up-to-date information and best practices.*86Views3likes0CommentsDecember Code Freeze Announcement
DECEMBER CODE FREEZE & STAFFING UPDATE Hi Developers, With the end-of-year holidays approaching, here are a few important reminders for our community. During the holidays, staffing will be limited so response times may be slower than usual. Our community and support teams will be on call, however engineering support will be reduced from December 18th through January 2nd. Only critical, platform-breaking bugs will be addressed during this time. Store Submissions & Approval Timelines Please note that reviews will be slower than usual due to limited staffing during the holidays. To ensure your app updates, new submissions, or asset refreshes are reviewed before the end of the year, submit as soon as possible. The submission and review process will resume as normal on January 5, 2026. How to Get Support Please use the designated support channels for all issues. Refrain from direct messaging or tagging Meta employees or mentors to ensure efficient support. Holiday Engagement Resource During the holiday season, users are spending more time and money across Meta Horizon. To help you capture more engagement, we put together ways to make the most of the holiday trends, including a checklist of tips and best practices. Thank you all for a great year, and we wish you a joyful holiday season! See you in 2026!96Views3likes0CommentsJoin the Meta Credits Beta Program | Flash Promotion
Streamline app and in-app purchases with Meta Credits! We’re excited to announce that the Meta Credits Beta program is now available for app and in-app purchases, and to celebrate, we're running a special promotion for all apps that opt in! Meta Credits have already made a difference in Worlds and the Avatar Store, helping users complete purchases more easily and boosting purchase rates. Now, we’re expanding Meta Credits to cover even more apps and in-app purchases. Special Flash Promotion: November 13–16 As a part of this rollout, Meta is funding a flash promotion from November 13–16 for all apps that join the Meta Credits Beta Program by October 24. Here's what you need to know: 30% Discount for Consumers: During the promotion, users will enjoy a 30% discount on eligible app and in-app purchases made with Meta Credits. Easy Enrollment: If you haven’t signed up yet, just fill out the opt-in form in the Developer Dashboard by October 24. Payouts: Make sure to submit a new W-9 or W-8 form in the Dashboard to receive payouts for purchases made with Meta Credits. Note: Meta Credits currently do not apply to subscription purchases.130Views3likes0CommentsVR 103: Preparing Your App for the Meta Horizon Store
Join our team of experts in this Meta Connect 2025 series as they guide you through the fundamentals of VR development. You’ll learn how to start your project in Unity using Meta’s SDKs, explore essential building blocks for creating immersive experiences, and follow step-by-step instructions to deploy your first VR app. Whether you’re new to VR or looking to expand your skills, this series offers practical insights and hands-on demonstrations to help you succeed in building for Meta’s VR platforms. In the final session of this series, Jake Steinerman guides you through all of the steps to getting your app ready to publish on the Meta Horizon Store, and shares tips on finding and building your community. Join him in walking your app through the steps of passing VRCs, beta testing, building out a Product Detail Page, and finally, publishing your app. Your VR app is built—now let’s get it ready for the Meta Horizon Store. This launch session will guide you through everything from passing Virtual Reality Checks (VRCs) and effective beta testing to building a strong community and optimizing your product detail page. Learn proven strategies for a smooth submission, launch, and post-launch, featuring real-world examples and actionable tips to help your app thrive from day one.
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