Quarterly Developer Recap: Immersive Transitions, Showdown on UE5, Movement SDK and more

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We’ve had a busy stretch the past few months, rolling out several major announcements that captured the spotlight with new capabilities and a deeper understanding of how app discovery works on Horizon OS.
So today, we’re excited to finally introduce some big updates that we’ve been working on behind the scenes, including features to build faster on Unity, a revamped open source demo built with Unreal Engine 5, new ways to turn your websites into apps on the Meta Horizon Store, and more.
Dive in below to get all the details and find key links to get started.

Update Tax Information in the Developer Dashboard

As a developer, there are a couple broad benefits that stand out among many when it comes to building for Horizon OS. The first is getting to share your immersive experiences for the world to enjoy. The other? Earning money.
We want to make sure all developers are rewarded for their work, and we’re sure you do too. To remain eligible for Meta payouts, please update your organization’s tax information in the Developer Dashboard. Note that not every organization needs to do this; if you’re eligible for this update, you’ll see a banner on the ‘Payouts’ page.

Display Splash Screen Logos with Immersive Transitions

Maintaining immersion is key for creating engaging user experiences in mixed reality or VR. Now you can keep your audience engaged, even during app-loading screens, with immersive transitions.
This feature enables you to display a splash screen logo while your app loads, and you have a few different options to choose from. The information you include in your APK manifest, specifically the com.oculus.ossplash.type metadata field, will determine how your logo is rendered:
  • If the metadata includes “stereo” your logo will be rendered as a stereoscopic logo. You can try out First Encounters to see this in action.
  • If the metadata includes “alpha” your logo will be rendered using the alpha transparency blending, and the transparency of the logo will be determined by the logo’s alpha values.
  • If the metadata includes “additive” your logo will be rendered using additive blending, which blends the image’s colors with the background’s color. This allows black backgrounds to be rendered transparently, but also creates some translucency with the other colors in the logo.
  • If neither “alpha” or “additive” is specified, your logo will default to additive blending.
We recommend using a logo with an alpha channel to ensure the best visual aesthetic and quality over the newer loading screen. You can test your logo over a background by trying out this photoshop PSD file. In Photoshop, you will see three layers:
  • “Background” layer is a simulation of the background of the new loading screen interstitial.
  • “Additive Blend” layer is the sample logo with a black background. This layer is set to LINEAR DODGE blend mode to simulate the additive effect.
  • “Alpha Channel” layer is a sample logo with an alpha channel.
To learn more about splash screens on Horizon OS, visit the documentation.

Introducing the ‘Create New Unity Project’ Tool

Removing development friction is vitally important to us at Meta. That’s why we added the "Create New Unity Project" tool to the Meta Quest Developer Hub (Windows |Mac).
Clicking on the tool allows you to create a new Unity Project in less than a minute and, if needed, download Unity with one simple step. Building a project with this tool also guarantees that the project is optimized for Meta Quest and compatible with our SDKs.
The developer community has identified the Unity onboarding flow as one of the main pain points for Horizon OS development. Now, we’ve simplified the process so you can focus more on building and eliminate any time spent on setting up SDKs or plugins.
Whether you’re new to developing on Unity or simply want more ways to streamline your process, the “Create New Unity Project” tool is your ticket to enter your flow state faster. No extra downloads. No manual steps. Just a working project, ready for you to build on.

Save Performance Costs with Movement SDK Retargeting

Movement SDK (Unity | Unreal) now has an improved Native Retargeting layer that increases performance and useability. This new library replaces the engine-based implementations with a native C++ library, which creates efficiency by removing the engine-level dependencies and improves performance by more than 50%.
With improved efficiency, it’s now easier to integrate Movement SDK into multiplayer games that push performance to the limit. The data-driven design is compatible with our networking implementation and also provides a bandwidth-efficient solution for multiplayer apps.
Finally, the tool chain has been improved to deliver a What You See is What you Get (WYSIWYG) interface in the editor. Rather than needing to make adjustments while testing on a headset, you can now make adjustments with easy-to-use editor tools.

Explore the Revamped Showdown Demo in UE5

In 2022, we converted Epic’s Showdown PC VR demo for Meta Quest 2 to show off the amazing performance benefits of Application SpaceWarp, which you can refer to on our blog (Part 1 | Part 2). Today, we’re happy to announce the rerelease of Showdown for Meta Quest built with our UE5 Meta fork and available in our open source repository on GitHub.
With Meta Quest 3 and 3S offering better performance than Quest 2, the revamped project now runs closer to the PC VR version and features a variety of improvements after porting it from UE4 to UE5. Check out the upgrades and fixes below for help with migrating your own projects and getting started with UE5.

Fixes

  • Color grading LUT updates: We switched color grading LUT with a more neutral option to better match the PC renderer. To amortize crushed blacks, we increased brightness and tweaked the contract.
  • Explosion shader fixes: When we ported the project, a floating point overflow caused the explosion material to render completely black on Android. To fix this, we changed the Float Precision Mode to Use Full Precision for every float in the Mobile section of the Content/Particles/Explosion.uasset material.
  • Explosion animation flicker: To fix flickering explosions, we changed the animation to use the Transform.Scale property instead of RelativeScale3D.
  • PSO cache script update: We updated the PSO caching script so that it’s only necessary to wear the headset and run the script to get the PSO cache generated in the appropriate folder. You can see the updated script on GitHub, but note that this script differs from the original 4.27 compatible script.
To fix flickers with explosion animations, the Transform.Scale property was leveraged instead of RelativeScale3D

Performance upgrades

  • SK_Male optimizations: For hands material, we packed ambient occlusion, roughness and metallic attributes into a single texture. For body material, we changed ambient occlusion and metallic masks texture compression to BC4, while maintaining the overall texture size when compared to BC1. For LODs, we used RenderDoc to identify which tiles took longer to render, and added additional LODs to prevent LOD1 from rendering from afar.
  • Car_Flip optimizations: We split the car flip into four mesh actors that each render a single material, whereas the previous mesh actor rendered a single mesh with four material slots. We also removed unused UV channels and unused material slots. Lastly, we baked the material’s diffuse, normal and roughness properties and ported Deformation logic from the original material (World position offset calculation, see FlattenMaterialDeform), resulting in a reduced Instruction count and PS texture lookups from 733 to 405, and 10 to 3, respectively.
  • Texture enhancements: We changed asphalt single-channel textures to use BC4 (single channel compression) instead of BC1, which results in less compression artifacts since BC4 is specifically designed for single channel textures.
  • Static Mesh vertex count optimization: We simplified several static meshes to reduce the primitive count. In this case, we focused on geometry that could be reduced while maintaining visual quality considering the distance it’s rendered at.
  • Decoration optimizations: Using the modeling tool, we split decoration geometry into five different submeshes to avoid rendering a single large mesh every frame (the original mesh rendered 60k triangles every frame). This can be achieved by selecting the Mesh > Tri Select tool, selecting the Volumetric Brush for Selection Mode and choosing the section of geometry that you want to separate. Once this is done, select ‘Separate’ to generate a new mesh. The resulting static meshes will use the same material (and thus the same VkPipeline).
  • Improved environment materials: We reimported several environment assets from the original demo at higher quality since we can afford it with Quest 3 headsets.
An example of improved quality gained by reimporting assets (new on left, old on right)

New features

  • Dynamic Resolution toggle: Added Dynamic Resolution support and runtime toggling of the feature through the debug menu. Note that the r.DynamicRes.OperationMode CVar needs to be set to 1 in order to be able to update the dynamic resolution state at runtime. Currently, the MetaXR plugin sets it to 2 (always enabled) in FOculusXRHMD::InitDevice.
  • View distance quality toggle: We added view distance quality toggle to the debug UI, which allows you to tweak the static mesh LOD distance bias, skeletal mesh LOD bias and overall view distance bias through the View Quality Level scalability setting (see Showdown_P.SetViewDistanceQuality).
  • View effects quality toggle: We added a new menu item to switch visual effects quality at runtime (affects material quality and detail mode).

WebXR Puma Collaboration

Global sports brand PUMA and Meta Quest have partnered to introduce a groundbreaking immersive reality shopping experience, allowing consumers to explore and purchase PUMA’s latest All Pro Nitro basketball shoe in a dynamic WebXR-powered virtual environment in the Meta Quest.
Designed for Meta Quest users, the experience blends digital elements/objects into the user’s physical space, setting a new standard for how consumers shop for footwear.
A standout feature of this next-generation digital retail experience is its innovative shoe sizing tool, which leverages Meta Quest Controllers to allow users to measure their foot size with precision. This ensures a more accurate fit, helping consumers make confident purchase decisions while enjoying an immersive, shopping experience.
This launch builds on PUMA’s commitment to immersive retail innovation, marking the evolution of its Blackstation experience, first introduced in 2022. While Blackstation was a desktop-based activation built in Unreal Engine, this new WebXR experience takes the concept further, offering a fully interactive and immersive shopping destination inside a mixed reality environment accessible through web browsers on MR headsets like Meta Quest. Try it now at mr.puma.com
Tools like the Immersive Web Emulation Runtime streamline WebXR development by enabling you to easily test and run WebXR projects across a wide range of devices. Hit the ground running by exploring our GitHub repo with tools and samples.

Bring Progressive Web Apps to the Meta Horizon Store

Have you ever wanted to transform your website into an app in the Meta Horizon Store? With PWAs (Progressive Web Apps), you can now do just that. Our revamped PWA implementation takes full advantage of Chromium’s Android capabilities, making PWAs feel even more like standalone apps and giving them access to in-app purchase capabilities.
Check out new PWA features now available to all developers:
With the latest Browser update, Meta now supports both 2D and 3D PWAs. If you have a website that you'd like to package as a standalone app, we've made it even easier to create, upload and share your app in the Store. To start creating your own PWA, check out the documentation.
If you have feedback about the new features and capabilities we just shared, be sure to let us know via the Feedback Tool in MQDH. To discover more product updates, tips and developer news, follow us on X and Facebook, and make sure to subscribe to our monthly newsletter in your Developer Dashboard settings.
Apps
Optimization
Quest
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