This was another busy month for the developer community. From the announcement of our new Oculus Launch Pad grant recipients and opening of applications for the next session to the introduction of instant runtime-driven splash screens and the latest ODH update, there was a lot of new information to absorb. In case you missed one of the highlights, take a look back at our developer blog posts from May:
Asset Pipeline Design in VR
Asset Pipelines are critical for efficient production in VR. Oculus Dev Relations Engineer
Sean Burgoon explains what an asset pipeline is and why it matters.
Instant Runtime-Driven Splash Screens
We're introducing instant runtime-driven splash screens for Quest apps with our v28 SDK release. With minor modifications to your applications, you will see significant decreases in splash screen load time.
Oculus Developer Hub Update 1.8
ODH Update 1.8 is now available! New features include a redesigned home page, upload builds to release channels, open URLs in Oculus Browser, view recorded metrics graphics, share custom commands and more.
A VR Frame’s Life
This post takes you through a VR frame’s lifecycle, explaining the end-to-end process from frame generation to final display.
Focus Awareness Required for All Apps Starting September 1
Starting this September 1, all Quest apps on the Store or App Lab will be made focus aware. This change ensures people can reliably access the universal menu and system actions as overlays without interrupting the app.
If you have any questions or if there are other topics that you’d like us to cover in the blog, please let us know in the Developer Forum.
Apps
Design
Launch pad
ODH
Quest
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