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>
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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 |
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none | A | 0.85 | applied |
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2026-05-10 | pending |
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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
- Indie VR game launch (App Lab → graduation to curated).
- B2B training app (Quest for Business channel).
- 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
- 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 |