Meta rejects up to 60% of apps on first submission. The typical reason is non-compliance with VRC.Quest.Performance.1: unstable FPS due to missing Fixed Foveated Rendering (FFR). One review cycle takes 7–10 business days, and you get only two weeks to fix. Addressing requirements at the pre-production stage can save up to two months of development. We conduct a full audit before store submission—it's part of a production pipeline that saves budget and nerves.
Oculus VRC: What Is Checked and Where Apps Most Often Fail
The VRC document has dozens of requirements divided into categories. Critical for passing:
- VRC.Quest.Performance.1 — stable 72 FPS (Quest 2) / 90 FPS (Quest 3) at recommended settings. Meta tests this on physical devices. Typical failure reasons: too high Draw Call count (>300 without batching), missing Fixed Foveated Rendering, incorrect Eye Buffer Resolution settings. For Quest 2:
OVRManager.eyeTextureResolutionScale must be ≤1.0 by default.
- VRC.Quest.Performance.2 — the app must not overheat the device. Tested via a 10-minute thermal throttling stress test. GPU-intensive shaders without LOD, constantly maxed CPU clock—guaranteed failure.
- VRC.Quest.Security.1 — the app must not request Android permissions unnecessary for functionality.
READ_CONTACTS, ACCESS_FINE_LOCATION in AndroidManifest.xml without justification—rejected. Unity auto-adds some permissions via plugins—must explicitly check the final manifest.
- VRC.Quest.Input.1 — mandatory support for the Guardian System and correct behavior when leaving the play area. The app must show Guardian passthrough and not block it with its geometry.
- VRC.Quest.Content — content requirements: no 2D interface without VR adaptation (flat screens without spatial UI fail), no prolonged fade-to-black (>3 seconds without content), no scenes with acceleration above 1.5G without warning.
SteamVR Guidelines: Differences from Meta
SteamVR is technically less strict on performance—no fixed FPS threshold because PC configurations vary. Key requirements:
-
Reprojection support. The app must work correctly with ASW (Asynchronous SpaceWarp) and ATW (Asynchronous Timewarp). Geometry rendered only for one eye or incorrect depth buffer data—reprojection will produce artifacts. Checked via SteamVR Compositor Mirror with Reprojection enabled.
- SteamVR Input Actions. All inputs must be declared in
actions.json and support rebinding via the SteamVR Input Binding UI. Hardcoded buttons without an action manifest will fail review.
- OpenVR SDK version. Outdated
openvr_api calls without null checks for optional interfaces—crashes on non-standard configurations.
How We Conduct Compliance Checks
Our team has 8 years of VR experience and over 50 successful certifications for Quest and SteamVR.
Automated audit. We use the Oculus Platform Command Line Utility (OPCU) for basic APK checks without submitting to the store. The tool verifies manifest, permissions, and presence of 64-bit native libraries. Automated audit with OPCU is 5–10 times faster than manual inspection.
Performance audit. We run on target devices with OVR Metrics Tool (for Quest) or SteamVR Frame Timing (for PC). We record GPU time, CPU time, and thermal state over 15 minutes.
Manual checklist verification. We go through each VRC item, document status, and if necessary, the fix approach.
User scenario testing. Guardian boundary exit, quick headset removal/reattachment, scene transitions, handling system notifications (incoming call, low battery).
Why Apps Are Rejected for VRC.Quest.Performance.1
The most common cause is missing Fixed Foveated Rendering and improper draw call management. We enable FFR via OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High and restructure batching to reduce draw calls. This fixes 80% of FPS issues.
What Is Included in the Work
After the audit, we deliver a structured report: list of violations, severity (blocks publication / recommended), fix approach with code examples. For Meta—a ready AndroidManifest.xml with correct permissions; for SteamVR—an actions.json with rebinding UI. We accompany the project until green status is achieved—you pay only for results.
| Requirement |
Oculus VRC |
SteamVR |
| FPS |
72/90 stable |
Recommendation, no hard threshold |
| Foveated Rendering |
FFR mandatory |
Not required |
| Input Actions |
System buttons + custom |
actions.json required |
| Guardian Passthrough |
Mandatory |
Recommended |
Pre-check checklist
- Fixed Foveated Rendering set (High or Medium).
- No unnecessary Android permissions in the final APK.
- actions.json configured for SteamVR with rebinding UI.
- Tested on physical Quest device (not only in editor).
- OVR Metrics Tool used to verify FPS and thermal state.
| Type of Check |
Approximate Timeline |
| Audit + report (without fixes) |
3–5 days |
| Audit + fixing common violations |
1–2 weeks |
| Full support until review green |
2–6 weeks |
Pricing is calculated after initial project review and violation scope assessment. Our audit pays off by saving costs on repeated reviews—you reduce expenses for fixing post-rejection errors. Order an audit—contact us to evaluate your project; we will provide exact timelines and cost.
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.