- Hello. I'm Peter Wilkins,
engineering manager of Oculus Developer Technology.
Quest is built on Android
and Android was never optimized for 3D development.
Game developers expect the same tools and workflows from Quest
that they're accustomed to from consoles.
Additionally, there are several unique challenges
specific to the form factor
including disabling the Guardian system,
the device sleeping when you're not wearing it,
and having to repeatedly take the advice on and off
during development.
That's why we built the Oculus Developer Hub,
the central hub for VR development.
Here's Spencer with more.
- Hi. My name is Spencer.
I'm one of the engineers on Oculus Developer Technology,
and I'm gonna take it from here.
We're gonna run through all the features
of the Oculus Developer Hub.
And you know, hope you get as excited about it as we are.
We start off with the Developer Dashboard.
This is where you're going to see
all of the various streams of information
that the Hub is providing for you.
In the first pane, you can see
any of your currently uploaded apps
in the Developer's Center.
And that will include useful stats
like their current rating in the store,
current review status
if they're currently being reviewed,
if they're passing any tests or failing any tests,
things like that.
Immediately to the right,
we also have a system performance snapshot
just to give you an idea of,
you know, why your headset might be
a little sluggish at the moment
or to see what sort of things are taxing it.
So we have stats for CPU utilization,
GPU utilization,
current free memory, device temperature,
things like that.
And then we also have a snapshot view
of your device itself.
So you can see, you know, what device you have plugged in.
This is available in all the screens
if you look down in the lower left corner.
We call that the Cockpit.
That'll give you information about device power levels,
controller battery levels,
and some quick actions to record a video,
take a screenshot,
or start casting,
all of which we can talk about more later.
Below those, we have some common actions
that you might wanna take.
Things like pushing out new updates,
accessing the Device Management screen,
checking out developer documentation,
things like that.
And we also have the most recent actions
that you personally have taken.
So you'll be able to jump around to parts
of the ODH that you use most frequently.
In addition, we have a stream
of important updates from Oculus
that might include things like, you know,
API changes, new STK releases, things of that nature.
And then we also have a list of useful developer blog posts
which, you know, is generally a wealth of information
about how to improve your performance
and, you know, make sure that
you're hitting those really
tight requirements for performance in VR.
If we move on to the--
the Notification page,
you'll see that we receive
a stream of notifications
from the Developer Center.
So that will include in real time things like
your app's approval status,
you know, build breakages, things like that.
As well as direct communication
from Oculus
if that is, you know, headed your way.
If we go to the My Device screen,
this is really where you see a lot of the
what we call "device management" style things.
These--this will let you configure your device
in a way that is just most beneficial
for development.
So you'll see that we have the ability
to disable the proximity sensor.
This is the thing that, you know,
as a consumer, it's very useful.
It lets your device go to sleep
if it's not being worn.
As a developer, it's a little more annoying
because, you know,
you're frequently taking the device off,
putting it back on your head,
test something out,
do a little, you know, make some code change.
Build it. Run it again.
Generally, you don't want the device falling asleep
as you're doing that sort of stuff.
It's just, you know, a bit of a friction point
that we're hoping to eliminate there.
So you can disable that.
I know some people used to use little Post-it notes
to cover the sensor.
You won't need those Post-it notes anymore.
We'll also have the ability to toggle Guardian on and off.
Similarly to the proximity sensor,
the Guardian stuff is very useful
as a player.
You don't wanna crash into walls and you know,
hurt your head.
But as a developer,
you're mostly gonna be seated at your desk.
You don't really need to worry
about triggering Guardian all the time.
And it can end up being more of an annoyance
than it's worth for your safety.
You know, you'll just be seated in your chair
so you have the ability to toggle that on and off.
We also have a number of useful
kind of everyday tasks.
If you wanna take a quick screenshot.
If you want to record some quick video
for sharing, you know, with other members of your team.
Maybe you have some art assets
that you'd like to show off.
You know, see how they look in device.
Or maybe you're catching some sort of bug
that you wanna, you know, share.
All that stuff's available to you there.
And we also have the ability
to cast a live feed
from the device's screen
to the ODH itself.
And that's gonna be very similar
to the casting that you've already played around with
where you can, you know, mirror the screen out
to the Oculus app--
mobile app on your phone.
Or to, you know, television--
a properly equipped television set
in your house or your office.
This will let you mirror, like,
directly to your work station
to, you know, to your screen.
To kind of, again like, bring these things
a little bit closer together.
You're gonna be working on your work station.
We'd like to let you see, you know,
the output of the screen on your work station as well.
There are some other simple options.
Restarting the device,
shutting down the device.
And at the bottom, you'll look--
you can see a kind of
log cut view digest.
Which later expands
into a full view with options for filtering
by message tag,
or text within the message,
or message severity, things like that.
So you can say, "I only wanna see warnings"
or "I only wanna see errors"
or that sort of stuff.
The other main kind of device management page here--
and this isn't really device management,
but it's more about the tools and the software
that you're gonna be using for development.
This is in the Package Manager area,
sometimes called just the Developer Tools screen.
And this will give you a list
of all of the libraries and tools
provided by Oculus, like first party tools,
that aid in development.
And that includes things like, you know,
the GPU systrace modification
that we've made,
things like the Cube Map viewer,
OVR Metrics tool
which gives you that live feed on your device
of, you know, current performance stats,
and things like that.
And of course, all of the STKs
that are used for, you know, the actual developments.
So whether you're a Unity developer
or an Unreal developer,
or you're, you know, hardcore native developer,
all of those STKs will be available to download.
And one of the nice things is that
this will let you keep them automatically updated.
So as new releases come out,
the ODH identities that,
and gives you the option to update.
We also, you know--
we know, like, development is a turbulent process.
So you don't want your libraries
updating out from under you.
We have the, you know, option to just kind of pin
the, you know, a specific version
that you might wanna stay at
as you're, you know, nearing
the final stretch of production, you know?
No surprises.
Let's make sure that everything is pinned
to some exact, known version.
The Casting Screen is just--
again, I've talked a bit about this already.
But it's--it'll pop up for you
as an external window.
We don't have this in yet,
but we'll have some ability to switch
between left and right eye
if you wanna do some debugging.
And the ability to show different distortion.
So normally, we see
distortions that account for the lenses
that are in the device.
You're gonna be looking on your computer
where you don't have a lens in the way.
So, you know, we will provide
like, kind of the normal view and then like, the raw view
that is actually coming out
to the frame buffer there.
And I think that about covers it.
I'm extremely excited about this tool.
I use it every day.
And I've been, you know, adding more features
as I think of them.
We would love to hear from you.
And we would love to hear
about any feature or tasks
that you do regularly that we may have missed.
Again, you know, it's under active development,
and I'm one of the developers on it.
So, you know, drop me a line.
Or get in touch with Oculus support.
I'm sure they'll, you know, get that information over to us.
From Oculus dev tech, once again,
I am Spencer, and have a great day.