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

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---
id: wiki-2026-0508-meta-quest-store
title: Meta Quest Store
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Quest Store, Oculus Store, Horizon Store]
duplicate_of: none
source_trust_level: A
confidence_score: 0.85
verification_status: applied
tags: [vr, xr, meta-quest, distribution, store]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: csharp
framework: 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)
```csharp
// 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
```xml
<!-- 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)
```csharp
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
```csharp
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)
```bash
# 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)
```csharp
// 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
- 부모: [[Virtual-Reality]]
- Adjacent: [[WebXR]] · [[Mixed-Reality]]
## 🤖 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 |