Revolutionizing Immersion: Merging Mixed Reality and VR for Unmatched Player Connection
I am proposing an innovative idea that merges Mixed Reality (MR) and Virtual Reality (VR) to craft a truly immersive gaming experience that breaks the boundaries between the real and virtual worlds. The idea is to begin a game in the player’s real environment—specifically, their own room—where they are introduced to the narrative in a seamless and emotionally engaging way. This initial fusion of MR and VR allows the player to feel fully grounded in their own space, creating a natural connection to the character and story. As the game progresses, the environment begins to transform: elements from the virtual world bleed into the real one. A helicopter might land in your living room, or the walls could fold away to reveal an expansive battlefield. This gradual transition from mixed reality to pure VR gives the player a sense of continuity and immersion, making them feel as though they are entering the virtual world, rather than just being dropped into it. It’s an experience where reality and imagination blur, making the player feel like they’re truly there—not merely controlling someone else's journey. What sets this approach apart is the emotional connection it fosters. By beginning in a familiar, real-world setting, players form a bond with the character from the moment they pick up the controller. This fusion creates a more organic and compelling experience, where the player’s journey feels personal and meaningful. This immersive opening sets the stage for the rest of the game, allowing the transition to full VR to be both smooth and exciting. I believe that incorporating this MR/VR hybrid experience could have a profound impact on the future of gaming, especially in narrative-driven titles. It would offer a new, innovative way for players to bond with their characters and truly experience the game world. This idea has the potential to not only reshape immersion in VR games but to establish a new benchmark for how games can make players feel like they’re part of something larger than themselves. Thank you for considering this exciting opportunity to push the limits of what VR can achieve. Best regards, Emir602Views0likes0CommentsWhat do you want us to do?
I'm writing this as a developer that talked to your representatives at GDC this year in San Fransisco. As a developer that currently has a game on your store. Why did we not show up under new releases? It's been a week and no one can search for us using the search terms we provided or the categories we entered. Other games last week and this week were posted but we can't be found unless someone types in our name specifically. We virtually don't exist on the store. We geared months of development work towards releasing on the quest store after talking to reps at GDC where we were told we would get some time in the new releases section, that people would be able to find our game. We have an open ticket where we just keep getting the same response. The internal team has it. Nothing helpful, nothing for us to do to help fix a problem if there is one, to tell us if there is something we missed or to actually fix the issue. Our posts here are ignored. If there is something we need to fix, tell us and we'll fix it. But we passed all the checks, we did everything you asked us to do. All we get is, "it has been escalated". Our entire roll out has been destroyed. We have streamers playing the game then getting asked where we are because they can't find us on the store. Please feel free to ignore this, like you ignored everything else.671Views0likes3CommentsNoob question about release versions
We are just getting to the point of being able to release a game. We have a build for the Meta III and the Pro, and a build for the II. How do I get both versions approved as it will only let me submit one version at a time. I'm worried that if I get approval for the Meta III version and set a release date 10 days out, then submit and get approval for the meta II version it will overwrite the Meta III version. Also, I've looked everywhere and I can't find any information on patching and updating a game once it is released. Do you just keep submitting for review or is there a different process. Any insight as to how to ensure that we have both versions available for users and what the update cycle looks like after release would be extremely helpful.418Views0likes0CommentsOCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE
Hi, I am trying to deploy a Meta Quest App to the Meta Store. The first submission was rejected, so I am trying to submit a new one, but when I try, I get the following error: OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE The funny part is when I try some other name, I get a new error saying that I am trying to use a new package name, and I must use the previous name. Meaning the previous name that is giving the error of package name already in use So maybe someone has had the same issue. I am totally blocked because of this, because I can not submit the new version of the app. Thank you4.5KViews1like11CommentsMy 10 year old son would like to publish his own developed game into the Meta Quest store
My son build his own VR game called Monkey Adventure and after weeks of building, testing, building and testing again with friends in private with APK builds he's ready to publish his game into the Meta Quest store and bring it to the public. After days of struggling filling the game, he get's stuck at the verification part. Is there a developer path designated for enthousiast kids he can take to make this happen, as he has no developer license (he's 10 years old) or business license at this point. If not, there should be in my humble opinion as these young folks are the future and are very talented and eager to learn at younger age. Thanks in advance!856Views0likes1CommentStatus staying as under review
My game that I made for applab has been submitted for around 5 weeks until it went under review just recently. Usually once it goes under review, the meta developer team only takes a few hours to review the game and give you a answer, but my game has been in the status under review for almost 4 days. I haven't got any emails about it and I don't know if it takes longer to review it now. I know the wait time is 5-6 weeks, but when it's under review, I don't think it should take longer than 4 days. No way they are reviewing my game for that long. If the time changed, let me know or maybe this can be a glitch and maybe they forgot about my game lol.1.7KViews0likes1CommentPeople app - access from a computer
Hi everyone, I'm trying to access the Oculus platform, specifically the people app and be able to login a user from the exterior of the headset and use Deep Links to be able to communicate an app with the rest of the metaverse (to any android, iOS, or PC/maOS devices, using UE5 as development platform) but I can't see any way to do that, if anyone can help me with any tip or suggestion will be great.626Views0likes0CommentsConverting PWA App into Meta Quest APP
I have launched a Progressive Web App (PWA) for my website priceupdate.com.pk. Then, using PWABuilder, I converted my app into an Android APP and launched the same on the Android Play Store which is live now. I also came across an option on PWABuilder to convert my PWA app into Meta Quest's App. Has anyone done so? Are there any live apps that have been converted from PWA?627Views0likes0CommentsProcedure to publish an Quest app which is controlled by custom app in android?
We have developed a VR(Quest 2 and 3) application along with a custom companion app that controls it wirelessly from a mobile device. I'm curious if I need to upload the VR app to the Oculus Store. If so, how does Oculus verify and test the connection between the VR app and its companion APK running on a mobile device? How do they able to check the fps counter and all if the app can only logged in through the custom companion app only? Is there any separate procedure for this and how do we approach meta explaining this issue?723Views0likes0CommentsApp Lab submission VRC requirements - for extra demo's within main game
Hi I was curious, I am developing large museum style application that is a mixed bag of features and scenes that make up the main application. However the app itself will be an evolving system where additional scenes and exisiting scenes will be updated over time. A growing musuem with the initial foundation and performant functioning scenes. Due to the fact I have a large content base of assets developed over the past 8 years I would like to showcase some "work in progress" demo scenes etc. that are not yet optimised for full production. These scenes would not be deemed as part of the running application but merely snippets. Some of the demo WIP scenes may drop below 70 fps (50 fps on average) however they still perform without any serious visual impact therefore I think worth showing. Will such demo content render the whole application as unacceptable to App Lab due to potential frame reduction etc.? Is there a possibility to add a disclaimer to such specific demo scenes whilst inditcating they may have some impacted performance? I think this is important in order to obtain feedback from any users or testers. I understand that I can submit such as an Alpha release, but was hoping these could also be available to general users on the production release channel. Thanks Alan613Views0likes0Comments