Skip to content

Getting started

There are several steps to follow before using this asset. We assume you already have an app/game even if you have not published to the AppLab or the Quest Store.

Create a release version

You have to create release version of your app (i.e. with Deploy With Debug disabled) to upload it to AppLab or the Quest Store. This app doesn't have to be the final version of your app, but it should be signed with a release keystore.

The Exporting for Google Play Store section on the Godot documentation explains this process (it's the same for the Quest Store).

Creating an App Page

First you have to create a page for your app. You can read more about this process in the official Oculus Platform documentation, but essentially you have to:

  • Log on to the Developer Dashboard.
  • Click Create New App.
  • Enter the name of your app. The name is permanent and cannot be changed.
  • From Platform, select Meta Quest (App Lab).

Upload your first build

You have to upload a "first version" of your app, even if it's not complete or even beginning development. This allows oculus to associate the app's package id (com.example.app for example) to the App Page you created before.

We recommend using the Meta Quest Developer Hub (MQDH) to manage your apps, release channels and versions, though there are other ways of uploading a build.

Assuming you are using the MQDH, you have to:

  • Go to "App Distribution".
  • Select your app.
  • Click the upload button on the desired release channel. We recommend you upload your first build to the "ALPHA" release channel.
  • Select the APK of your app.
  • Finish the upload process.

Request Data Use Checkup permissions

Depending on what functions you use, you have to request different Data Use Checkup permissions. You can read more about this process here.

As long as you are in development (haven't published your app yet), you can request all the permissions you need and they will be approved automatically to ease development. Once you want to publish your app, you will have to re-request these permissions.

Using this asset

First, download this asset and place the addon inside your addons folder and the android plugin inside your android plugins folder. You should be able to just drag and drop the contents of the ZIP file inside your project. Remember to enable the "Godot Oculus Platform" plugin in your project settings.

Also, most of the methods will require you to enable the INTERNET permission in your export settings/add it to your AndroidManifest.xml

You can take a look at the examples to get an idea of how to interact with the Oculus Platform.

A concept we use is the use of promises or more specifically GDOculusPlatformPromises. These promises basically help you perform actions in an asynchronous manner. Take a look at the following example:

1
2
3
4
5
6
7
8
print("Godot")

GDOculusPlatform.initialize_android_async("314159265358979")\
.then(func(_initialization_resp):
    print("Oculus")
)

print("Platform")
This will print:

Godot
Platform
Oculus

Since almost all functions in this platform are asynchronous, they don't block code execution allowing you to do other stuff while you wait for a response from the Oculus Platform.