We integrate and configure release builds for Meta Quest Store — from keystore generation to final APK/AAB signing. No surprises on submission: all entitlements, manifest, and package settings are verified before sending. If you've encountered an INVALID_CREDENTIALS error after switching to a release keystore, most likely the fingerprint doesn't match. Let's outline the typical issues and how to resolve them.
Where exactly the signing chain breaks
The most common problem is a keystore mismatch between debug and release builds. Developers test for months with a debug keystore, everything works. Switching to a release keystore with a different SHA-1 breaks entitlements linked to the app in Horizon Developer Dashboard. Users install the app, open it, and get an authorization error in Platform SDK because OVRPlatform.Initialize() returns INVALID_CREDENTIALS.
The second class of issues is AndroidManifest.xml. Meta requires a set of specific permissions and intent-filters: com.oculus.permission.HAND_TRACKING, com.oculus.permission.EYE_TRACKING, com.oculus.intent.category.VR. If the app uses passthrough, you must explicitly include com.oculus.permission.USE_SCENE and horizonos.permission.USE_ANCHOR_API for spatial anchors. Miss one — the feature silently fails, with no log errors unless you enable verbose in adb logcat.
Separately, quest_categories and supported_input_devices in manifest.json (part of the Horizon Store package) are critical. An incorrect category or missing device list will cause automatic validation failure. Meta checks that the manifest matches the advertised features.
Release build process
We work through Oculus Developer Hub or directly via command line with adb and apksigner from Android SDK Build Tools. For Unity projects, we use Gradle wrapper with settings in launcherTemplate.gradle and mainTemplate.gradle.
Key steps for a correct release build:
-
Generate keystore via keytool with parameters -keyalg RSA -keysize 2048 -validity 10000. Store it separately from the repository; save SHA-1 and SHA-256 in a secure project vault. In Unity: Player Settings → Publishing Settings → Use Custom Keystore.
-
Set target-api-level to 32 or higher for new submissions (current requirement — check Horizon OS documentation as Meta periodically raises the minimum).
-
Before submission, verify the signature: apksigner verify --verbose --print-certs app-release.apk. Ensure the certificate chain is correct and the fingerprint matches the one registered in Dashboard.
-
Test the signed build on device: adb install -r app-release.apk. Remove the debug version completely first, otherwise the system may pick up old credentials.
Specifics for different distribution channels
Meta Quest Store includes several channels: App Lab (early testers without full review), Horizon Store (public release with full review), and SideQuest / sideloading for internal testing.
For App Lab and Horizon Store, signing requirements are identical — the only difference is the review process. Sideloading can use a debug keystore, but that is not a release flow.
If the project uses Passthrough API or Mixed Reality Utility Kit (MRUK), add a required_feature section with PASSTHROUGH in manifest.json. Without it, the app won't run on devices with passthrough disabled.
| Build Type |
Keystore |
Target API |
Entitlement Check |
| Debug / Dev Mode |
Debug keystore |
Any |
Optional |
| App Lab |
Release keystore |
≥ 32 |
Mandatory |
| Horizon Store |
Release keystore |
≥ 32 |
Mandatory + Meta review |
How the engagement works
We obtain access to the organization's Horizon Developer Dashboard or work through a provided App ID. We audit the current manifest and Gradle configuration. We set up the keystore infrastructure if missing. Then: build, signing, device testing, and packaging for submission.
If the project has been published previously and requires an update, we check keystore version compatibility and versionCode (Meta rejects packages with versionCode ≤ previous).
What is included in the work
- Audit of existing manifest and build configuration
- Generation and configuration of release keystore (with protection and backup)
- Configuration of AndroidManifest.xml and manifest.json per Meta requirements
- Build, signing, and device testing
- Packaging for submission (App Lab / Horizon Store)
- Documentation of the process and access credentials
- Support on review rejection (one iteration)
Why trust us with your build?
We have over 7 years working with VR/AR projects on Unity and Unreal Engine. We have released over 15 apps on Meta Quest Store. We know all typical pitfalls — from missing entitlements to incorrect manifest.json categories. We guarantee that the signed APK will pass Meta's automatic validation, provided the manifest from your side is correct.
Timeline: setup from scratch — 1-2 working days. If the project already exists with a correct manifest and only fixing signing and submission is needed — a few hours. Rejection iteration time depends on the reason.
We will assess your project for free — contact us (just write, plain text) and we will prepare a work plan and exact cost. Turnkey with review pass guarantee.
VR and AR Development
When we first launch a project in a VR headset, most teams face the same thing: technically everything works, but in the headset either motion sickness occurs, or hands 'float' with a delay, or the scene looks jerky at the periphery. These are not bugs in the usual sense — they are a consequence of the fact that VR/AR development requires a different approach to render architecture, interaction, and UX from the very beginning of the project. Our experience: over 7 years in game dev, 15+ completed VR/AR projects for Meta Quest, SteamVR, PSVR2, HoloLens. We work with teams that need not just a prototype but a production‑ready application with a stable frame rate.
Platforms and SDKs
We work with all relevant stacks. We use OpenXR as the base layer wherever possible — it provides cross‑platform compatibility between Meta, Valve Index, HP Reverb and other PC VR devices. On top of OpenXR, we build on the XR Interaction Toolkit (Unity) or VR Expansion Plugin (Unreal). Contact us for a stack assessment tailored to your project.
| Platform |
SDK / Framework |
| Meta Quest 2/3/Pro |
Meta XR SDK, OpenXR |
| PC VR (SteamVR) |
SteamVR Plugin, OpenXR |
| PlayStation VR2 |
Sony PSVR2 SDK |
| HoloLens 2 |
Mixed Reality Toolkit (MRTK) |
| ARKit (iOS) |
AR Foundation + ARKit XR Plugin |
| ARCore (Android) |
AR Foundation + ARCore XR Plugin |
| WebXR |
Unity WebXR Export |
How to minimize motion sickness in VR locomotion?
Locomotion — the main source of motion sickness for inexperienced VR users. According to research, about 70% of users experience discomfort with improper movement settings Oculus Developer Guidelines. Teleportation — standard navigation method when smooth movement is undesirable.
Components from XR Interaction Toolkit: TeleportationArea, TeleportationAnchor, TeleportationProvider. Basic implementation works out of the box, but for production we refine it in four steps:
- Setting up
XRRayInteractor with a curved ray (Bend Ray) — the teleportation arc looks more natural than a straight ray and is perceived better by users.
- Adding a valid landing zone — a visual indicator changes color when hovering over an obstacle (red/green).
- Implementing fade transition — smooth screen fade (black fade) before teleportation reduces disorientation.
- Rotation snapping — after teleportation we offer snap rotation by 45° or 90° instead of smooth, reducing motion sickness risk.
For projects requiring smooth locomotion (action games, simulators), we use comfort settings: vignetting during movement, reducing FOV during acceleration. Settings are available to the user in the menu — different people have different sensitivity thresholds. The difference between kinematic and physics‑based movement: kinematic gives instant hand following but lets objects pass through walls; physics‑based via Joint provides realistic collisions but requires velocity damping and max joint force tuning. We choose based on the type of interaction.
How to make object grabbing in VR physically realistic?
This is the most underestimated part of VR development. Clients often perceive it as 'just hand animation', but in practice it is a complex system where physical correctness, responsiveness, and comfort conflict.
Grab (grabbing)
XR Interaction Toolkit provides three types of Interactable for grabbing:
-
XRGrabInteractable — standard grab, object follows controller via physics joint or direct position/rotation
-
XRSimpleInteractable — for objects without physical movement (buttons, levers)
- Custom Interactable by inheriting from
XRBaseInteractable
Attach Transform — a frequently ignored detail. Each Interactable must have a properly configured Attach Transform (the point where the hand 'attaches'). Without it, the pistol grip will be at the center of the mesh, not where it is held.
For weapons and tools with two‑handed grab — a separate TwoHandGrab system: leading hand determines position, the second — orientation. XR Interaction Toolkit supports this via XRTwoHandGrabInteractable or custom logic with two Attach Points.
Throw (throwing)
Velocity smoothing is critical for realistic throwing because the Rigidbody.velocity at the moment of controller release reflects instantaneous speed, often incorrect due to tracking discretization. The user makes a quick wrist movement — but the object flies half as fast.
Solution: velocity smoothing over the last N frames (typically 5–10 frames, ~80–160 ms at 60 Hz) before release. XR Interaction Toolkit does this via VelocityEstimator. Additionally, we apply a velocity scaling multiplier — a small speed increase (1.2–1.5×) makes throws subjectively more satisfying. Angular velocity (for objects that should spin in flight) is also averaged similarly.
AR: Plane Tracking and Environment Interaction
AR adds a different class of problems — working with real, unpredictable environment. AR Foundation — a cross‑platform layer on top of ARKit and ARCore. Most basic features (plane detection, raycasting, image tracking, face tracking) are available through a unified API.
Plane Detection
ARPlaneManager detects horizontal and vertical planes. Practical nuances:
- Initialization takes time — the user must look around the room while the system builds a map. An explicit onboarding with instruction 'slowly move the camera across surfaces' is needed.
- Planes are unstable — their boundaries and position are updated as data accumulates. Objects placed on a plane need to be attached via parent to ARPlane, not to world coordinates.
- Plane merging — two detected floor segments may merge into one, moving the anchor. For critical anchors, use
ARAnchor instead of direct attachment to the plane.
Image tracking (via ARTrackedImageManager) quality directly depends on the quality of reference images. Images with high detail frequency and contrasting edges (like a QR code but stylish) track more reliably than smooth logos. ARCore Geospatial API — for outdoor AR with real‑world coordinate binding (accuracy up to 10 cm in well‑mapped areas).
Optimization for VR: Frame Rate and Comfort
VR requires stable high frame rate. About 60% of development time in mobile VR goes to optimization, not functionality — retrofit costs twice as much as proper architecture from the first sprint.
| Device |
Target Hz |
Critical threshold |
| Meta Quest 2 |
72 / 90 Hz |
< 72 Hz — noticeable |
| Meta Quest 3 |
90 / 120 Hz |
< 90 Hz — noticeable |
| Valve Index |
90 / 120 / 144 Hz |
< 90 Hz — noticeable |
| PSVR2 |
90 / 120 Hz |
< 90 Hz — noticeable |
Single Pass Instanced Rendering
The main render optimization in VR. Without it, the scene is rendered twice (once per eye), doubling draw calls. Single Pass Instanced renders both eyes in one pass via instancing: geometry is processed once, the shader gets two view/projection matrices through GPU instancing. Enabled in Unity via XR Plug-in Management > Rendering Mode: Single Pass Instanced. Important: custom shaders must support SPI — standard URP/HDRP shaders support it, custom HLSL requires modifications (UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX and related macros). Applying this technique reduces draw calls by 40–50%, making it twice as efficient as naive double rendering.
Foveated Rendering
On Meta Quest, Fixed Foveated Rendering (FFR) is available — reducing resolution at the periphery where visual acuity is lower. Configured via OVRManager or Meta XR SDK:
OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High;
OVRManager.useDynamicFixedFoveatedRendering = true;
Dynamic FFR automatically increases the level when frame rate drops — more convenient than fixed in scenes with variable load.
IPD and Comfort Settings
IPD (Inter‑Pupillary Distance) — affects depth perception. At the programmable level on most devices, only reading IPD is available (OVRPlugin.GetSystemDisplayFrequency), physical adjustment is on the headset. For applications requiring precise positioning (medical simulators, training), we account for IPD in scene scale calculations.
Haptics
Haptic feedback — an underestimated tool. Even a simple vibration response when grabbing an object or hitting significantly increases the sense of presence. On average, integrating haptic patterns takes 30–80 hours per project.
XR Haptics via OpenXR:
var hapticImpulse = new UnityEngine.XR.HapticCapabilities();
InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
device.SendHapticImpulse(0, amplitude: 0.5f, duration: 0.1f);
For complex patterns (tactile 'texture' of a surface when touched, increasing vibration when drawing a bowstring) we use Meta Haptics Studio — allows designing haptic clips visually. This can reduce time spent on manual haptic tuning by about 30%.
What does VR/AR application development include?
When ordering a turnkey project, we provide the following deliverables:
- Architectural document with stack description, render logic, and interaction system
- Working prototype (MVP) for testing on target device
- Integration of necessary SDKs (Meta XR, OpenXR, AR Foundation, etc.)
- Optimization for target frequencies 72/90/120 Hz with draw call and FPS profiling
- Testing on physical hardware (Quest, SteamVR, HoloLens) with user involvement
- Full documentation for build, deployment, and support
- Training for the client's team (workshop on XR Toolkit)
- Warranty support for 1 month after delivery
What affects cost and timeline?
VR/AR projects are more expensive than regular games of similar scope. Iterations are slower — each fix must be tested in the headset, an emulator does not convey the real experience. Motion sickness forces reworking some conceptual decisions after the first playtest. Optimization takes a significant portion of time — for mobile VR (Quest) up to 60–70% of the cycle. For Quest projects, we start optimization from the first sprint. The cost of basic SDK integration (XR Interaction Toolkit) varies depending on the scope of custom Interactable. Typical budgets for a full Quest project range from $25,000 to $80,000 depending on complexity, number of custom interactions, and depth of optimization. Proper architectural planning from sprint one typically saves 40% on later rework compared to fixing performance bottlenecks retroactively.
Get a consultation on your project — we will assess the task, stack, and timelines. Order turnkey VR/AR application development with a guaranteed stable frame rate.