Best Practices for Quest 3 - no documentation and no update
HI! I have decided to develop for Meta Quest 3. But I notice that Meta documentation is often old and has never been updated. It refers to the Oculus Plugin and has the Quest 2 as its most modern reference device. This is a problem when we, as developers, try to set up a job seriously and want to respect all the Meta directives, because it is not clear if they will end up creating a greater cofusion, referring to procedures sometimes 2 years old. With the introduction of openxr, Unreal Engine 5.3.2, the new Meta headsets, a new plugin no longer called Oculus Plugin but Meta XR, it is no longer clear what should be done, especially before developing an app for Quest 3 Some examples: 1) is it necessary to set a target device indicating Meta Quest 3 in advance APK Packaging? 2) Is the Get Device Type node useful for Quest 3 or can it be ignored? 3) the configuration recommended by Meta for Oculus Plugin Settings is no longer referable to the MetaXR plugin. What are the best settings for this latest plugin, with reference to the various standalone HMDs? 4) the Meta documentation often refers to Unreal Engine 4, while we are now at version 5.3.2. There is a huge difference between the two versions. Is what is written with reference to Unreal Engine 4 considered obsolete? And if so, why is it still part of the documentation available to developers on the Meta website? I ask where I can find updated and reliable information and guides, because the lack of support is one of the first and biggest obstacles to creating apps and software for Meta products. Thank you1.2KViews2likes0Comments