"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.
publicclassPerfMonitor:MonoBehaviour{voidUpdate(){floatgpuTime=OVRPlugin.GetAppGpuTimeInSeconds()*1000f;floatcpuTime=OVRPlugin.GetAppCpuTimeInSeconds()*1000f;if(gpuTime>11f)Debug.LogWarning($"GPU over budget: {gpuTime}ms");// 매 90Hz = 11.1ms budget, 매 120Hz = 8.3ms}}
Hand tracking
usingOculus.Interaction.Input;publicclassHandPinch:MonoBehaviour{ [SerializeField]Handhand;voidUpdate(){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 deliveryvarcloudStorage=newCloudStorage2();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).