Add-ons: Downloadable Content (DLC) and In-App Purchases (IAP)
Oculus VR
Beginning later this month, developers will see a new option in their Developer Dashboard for downloadable add-on content management, Add-ons. Add-ons combine downloadable content (or DLCs) and In-App Purchases (or IAPs) under one management function. The introduction of Add-ons aims to make the process of creating add-on content easier for developers. It also aims to make add-on content more searchable and purchasable directly from the application page for consumers.
Oculus began supporting DLCs in 2018 for mobile and PC. At launch, there were two available file types:
Generic Asset Files, which can be content downloaded at runtime, or required assets, downloaded at install time.
Language Packs, which are a special type of asset file that enable localization on demand.
These files could be extracted off the main application build and served to audiences separately. Both of these file types enabled developers to provide new experiences, characters, levels, and languages for their application without increasing the initial download size.
However, we heard from our developers that although supporting DLCs and IAPs was important, the current configuration opportunities and discoverability were challenged.
We’ve been working directly with our developers to make this solution more usable. Add-ons allow for more granular configuration, accommodating screenshots, video trailers, and more. Add-ons can be shipped independently from the main app. In addition, Add-ons need only to be uploaded once, and the system will automatically propagate them to all the needed build versions.
Engine Support
If the add-on content has a downloadable part, and you develop in Unity or Unreal, both engines have built-in support for DLC which can be directly accepted by Oculus Platform. Please refer to the following documentation: