f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
167 lines
5.3 KiB
Markdown
167 lines
5.3 KiB
Markdown
---
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id: wiki-2026-0508-meta-quest-store
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title: Meta Quest Store
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Quest Store, Oculus Store, Horizon Store]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [vr, xr, meta-quest, distribution, store]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: csharp
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framework: unity-unreal
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---
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# Meta Quest Store
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## 매 한 줄
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> **"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).
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## 매 핵심
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### 매 distribution tier (2024+ 통합 후)
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- **Main Store (curated)**: 매 quality bar (performance, content, polish) 통과, 매 marketing 노출.
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- **App Lab (legacy → integrated)**: 매 lower bar, 매 deeplink/search 만 으로 발견. 2024 부터 Main Store 와 merge.
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- **Sideload (SideQuest)**: 매 store 외 distribution, dev mode 활성화 필요.
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### 매 submission requirements
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- **VRC (Virtual Reality Check)**: TOS, performance (72/90/120Hz target), comfort (locomotion, vection 경고).
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- **Privacy policy + data use disclosure**.
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- **App rating** (IARC).
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- **Unity / Unreal / Native** 모두 지원, OpenXR 권장.
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### 매 응용
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1. Indie VR game launch (App Lab → graduation to curated).
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2. B2B training app (Quest for Business channel).
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3. WebXR app (browser-based, store 우회 가능).
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## 💻 패턴
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### Unity OpenXR project setup (Quest target)
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```csharp
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// ProjectSettings — XR Plug-in Management → Android → Oculus
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// Edit/Project Settings/Player/Android:
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// - Minimum API Level: Android 10 (29) — Quest 2/3 baseline
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// - Target API Level: Android 13 (33)
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// - Scripting Backend: IL2CPP
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// - Target Architectures: ARM64
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using UnityEngine;
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using UnityEngine.XR.OpenXR;
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using UnityEngine.XR.OpenXR.Features.MetaQuestSupport;
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public class QuestBootstrap : MonoBehaviour {
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void Start() {
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Application.targetFrameRate = 90; // Quest 3 default
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OVRManager.fixedFoveatedRenderingLevel =
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OVRManager.FixedFoveatedRenderingLevel.High;
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}
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}
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```
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### Manifest — Quest features
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```xml
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<!-- AndroidManifest.xml -->
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<manifest>
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<uses-feature android:name="android.hardware.vr.headtracking"
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android:required="true" android:version="1" />
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<uses-feature android:name="oculus.software.handtracking"
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android:required="false" />
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<uses-permission android:name="com.oculus.permission.HAND_TRACKING" />
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<application>
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<meta-data android:name="com.oculus.supportedDevices"
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android:value="quest2|quest3|questpro" />
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<activity android:name=".UnityPlayerActivity">
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<intent-filter>
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<category android:name="com.oculus.intent.category.VR" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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```
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### Performance budget (Quest 3 target)
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```csharp
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public class PerfMonitor : MonoBehaviour {
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void Update() {
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float gpuTime = OVRPlugin.GetAppGpuTimeInSeconds() * 1000f;
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float cpuTime = OVRPlugin.GetAppCpuTimeInSeconds() * 1000f;
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if (gpuTime > 11f) Debug.LogWarning($"GPU over budget: {gpuTime}ms");
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// 매 90Hz = 11.1ms budget, 매 120Hz = 8.3ms
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}
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}
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```
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### Hand tracking
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```csharp
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using Oculus.Interaction.Input;
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public class HandPinch : MonoBehaviour {
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[SerializeField] Hand hand;
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void Update() {
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if (hand.GetFingerIsPinching(HandFinger.Index)) {
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// 매 trigger interaction
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}
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}
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}
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```
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### Build → store upload (CLI)
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```bash
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# 매 ovr-platform-util 의 store upload
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ovr-platform-util upload-quest-build \
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--app-id $QUEST_APP_ID \
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--app-secret $QUEST_APP_SECRET \
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--apk build/MyApp.apk \
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--channel ALPHA \
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--notes "Build 1.2.0 — 90Hz support"
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```
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### Asset bundle / DLC (Quest)
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```csharp
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// 매 Cloud Storage API 로 DLC delivery
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var cloudStorage = new CloudStorage2();
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cloudStorage.Save("save.dat", saveBytes); // 매 cross-device sync
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 새 VR title | OpenXR + Unity/Unreal, Quest 3 baseline (90Hz) |
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| 매 broad reach | Main Store curated submission (VRC 통과) |
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| 매 fast iteration | App Lab tier (lower bar) |
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| 매 enterprise | Quest for Business channel |
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| Cross-platform (PSVR2/Pico) | OpenXR runtime abstraction |
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**기본값**: OpenXR + Quest 3 (90Hz, hand tracking, MR passthrough).
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## 🔗 Graph
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- 부모: [[Virtual-Reality]]
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- Adjacent: [[WebXR]] · [[Mixed-Reality]]
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## 🤖 LLM 활용
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**언제**: Quest 앱 출시 계획, performance budget 책정, store policy 검토.
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**언제 X**: 매 PCVR-only (Steam), 매 mobile AR (ARKit/ARCore).
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## ❌ 안티패턴
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- **PCVR-quality asset 의 Quest 그대로 ship**: GPU/memory 한계 — 매 LOD/texture compression 강제.
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- **Locomotion 의 comfort 옵션 의 X**: VRC fail.
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- **TargetFrameRate 미설정**: 매 OS default 의 의존, 매 inconsistent.
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- **Privacy policy 의 dummy URL**: submission reject.
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## 🧪 검증 / 중복
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- Verified (developer.oculus.com, Meta Horizon OS docs 2024).
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- 신뢰도 B+ (policy 가 매 evolve).
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Quest Store distribution + perf 정리 |
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