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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

5.3 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-meta-quest-store Meta Quest Store 10_Wiki/Topics verified self
Quest Store
Oculus Store
Horizon Store
none A 0.85 applied
vr
xr
meta-quest
distribution
store
2026-05-10 pending
language framework
csharp unity-unreal

Meta Quest Store

매 한 줄

"매 VR 앱 의 primary distribution channel — Quest 2/3/Pro 의 default storefront". Meta 가 운영하는 curated VR 앱 store. 매 standalone Quest device 에서 매 install 의 표준 경로. 2024+ 부터 App Lab merge → 매 single Horizon Store 로 통합 (curated + open submission).

매 핵심

매 distribution tier (2024+ 통합 후)

  • Main Store (curated): 매 quality bar (performance, content, polish) 통과, 매 marketing 노출.
  • App Lab (legacy → integrated): 매 lower bar, 매 deeplink/search 만 으로 발견. 2024 부터 Main Store 와 merge.
  • Sideload (SideQuest): 매 store 외 distribution, dev mode 활성화 필요.

매 submission requirements

  • VRC (Virtual Reality Check): TOS, performance (72/90/120Hz target), comfort (locomotion, vection 경고).
  • Privacy policy + data use disclosure.
  • App rating (IARC).
  • Unity / Unreal / Native 모두 지원, OpenXR 권장.

매 응용

  1. Indie VR game launch (App Lab → graduation to curated).
  2. B2B training app (Quest for Business channel).
  3. WebXR app (browser-based, store 우회 가능).

💻 패턴

Unity OpenXR project setup (Quest target)

// ProjectSettings — XR Plug-in Management → Android → Oculus
// Edit/Project Settings/Player/Android:
//   - Minimum API Level: Android 10 (29) — Quest 2/3 baseline
//   - Target API Level: Android 13 (33)
//   - Scripting Backend: IL2CPP
//   - Target Architectures: ARM64

using UnityEngine;
using UnityEngine.XR.OpenXR;
using UnityEngine.XR.OpenXR.Features.MetaQuestSupport;

public class QuestBootstrap : MonoBehaviour {
  void Start() {
    Application.targetFrameRate = 90; // Quest 3 default
    OVRManager.fixedFoveatedRenderingLevel =
      OVRManager.FixedFoveatedRenderingLevel.High;
  }
}

Manifest — Quest features

<!-- AndroidManifest.xml -->
<manifest>
  <uses-feature android:name="android.hardware.vr.headtracking"
                android:required="true" android:version="1" />
  <uses-feature android:name="oculus.software.handtracking"
                android:required="false" />
  <uses-permission android:name="com.oculus.permission.HAND_TRACKING" />
  <application>
    <meta-data android:name="com.oculus.supportedDevices"
               android:value="quest2|quest3|questpro" />
    <activity android:name=".UnityPlayerActivity">
      <intent-filter>
        <category android:name="com.oculus.intent.category.VR" />
      </intent-filter>
    </activity>
  </application>
</manifest>

Performance budget (Quest 3 target)

public class PerfMonitor : MonoBehaviour {
  void Update() {
    float gpuTime = OVRPlugin.GetAppGpuTimeInSeconds() * 1000f;
    float cpuTime = OVRPlugin.GetAppCpuTimeInSeconds() * 1000f;
    if (gpuTime > 11f) Debug.LogWarning($"GPU over budget: {gpuTime}ms");
    // 매 90Hz = 11.1ms budget, 매 120Hz = 8.3ms
  }
}

Hand tracking

using Oculus.Interaction.Input;

public class HandPinch : MonoBehaviour {
  [SerializeField] Hand hand;
  void Update() {
    if (hand.GetFingerIsPinching(HandFinger.Index)) {
      // 매 trigger interaction
    }
  }
}

Build → store upload (CLI)

# 매 ovr-platform-util 의 store upload
ovr-platform-util upload-quest-build \
  --app-id $QUEST_APP_ID \
  --app-secret $QUEST_APP_SECRET \
  --apk build/MyApp.apk \
  --channel ALPHA \
  --notes "Build 1.2.0 — 90Hz support"

Asset bundle / DLC (Quest)

// 매 Cloud Storage API 로 DLC delivery
var cloudStorage = new CloudStorage2();
cloudStorage.Save("save.dat", saveBytes); // 매 cross-device sync

매 결정 기준

상황 Approach
새 VR title OpenXR + Unity/Unreal, Quest 3 baseline (90Hz)
매 broad reach Main Store curated submission (VRC 통과)
매 fast iteration App Lab tier (lower bar)
매 enterprise Quest for Business channel
Cross-platform (PSVR2/Pico) OpenXR runtime abstraction

기본값: OpenXR + Quest 3 (90Hz, hand tracking, MR passthrough).

🔗 Graph

🤖 LLM 활용

언제: Quest 앱 출시 계획, performance budget 책정, store policy 검토. 언제 X: 매 PCVR-only (Steam), 매 mobile AR (ARKit/ARCore).

안티패턴

  • PCVR-quality asset 의 Quest 그대로 ship: GPU/memory 한계 — 매 LOD/texture compression 강제.
  • Locomotion 의 comfort 옵션 의 X: VRC fail.
  • TargetFrameRate 미설정: 매 OS default 의 의존, 매 inconsistent.
  • Privacy policy 의 dummy URL: submission reject.

🧪 검증 / 중복

  • Verified (developer.oculus.com, Meta Horizon OS docs 2024).
  • 신뢰도 B+ (policy 가 매 evolve).

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — Quest Store distribution + perf 정리