Distribute and grow
Distribute and grow

Common VRC failures

Updated: May 15, 2025
It’s important that your app doesn’t contain any technical issues that would cause discomfort to your users, or negatively impact their user experience. VRCs help ensure this by providing a framework that will show how your app fits Meta’s standards for your audience. To ensure the best possible experience for your users, you should thoroughly test your app against each of the VRCs before uploading it for review.
Developers fail certain VRCs much more often than others. Watch this clip to avoid common VRC failures and get your app on the Store faster:
For a list of the most commonly-failed VRCs and tips on how to meet them, check out Passing the Most Commonly Failed VRCs.
Note
When developing your app, your focus should be on the user experience, not simply to check off a box for each VRC. Focus on ensuring your app delivers the maximum possible value to your audience, whereas the VRCs only show the minimum acceptable level our reviewers are looking for. For more information about the specific VRCs, see the [Quest VRC Guidelines](/resources/publish-quest-req/).
Some of the more commonly failed VRCs include the following:

Functional VRCs

For Meta Quest devices:
  • VRC.Quest.Functional.2Pause requirement: single player apps must pause when the user removes the headset or opens the Universal Menu.
  • VRC.Quest.Functional.7Internet notification: apps requiring internet connectivity for core functionality must notify users without an active Internet connection that one is required.
For Link PC-VR devices:
  • VRC.PC.Functional.3Pause requirement: single player apps must pause when the user removes the headset or opens the Universal Menu.

Input VRCs

For Meta Quest devices:
  • VRC.Quest.Input.2Grabbing with grip vs trigger: when picking up objects within the app, use the Touch Controller’s grip button rather than the trigger button.
  • VRC.Quest.Input.4Focus aware with Universal Menu or Dash: if an app is “focus aware” must continue rendering while the Universal Menu is displayed, but hide any user hands or controllers, and ignore all input.
For Link PC-VR devices:
  • VRC.PC.Input.1 - When the headset is off, do not send commands: the app must not submit frames or accept input when the user removes the headset or opens Oculus Dash.
  • VRC.PC.Input.8Grabbing with grip vs trigger: when picking up objects within the app, use the Touch Controller’s grip button rather than the trigger button.
  • VRC.PC.Input.9Focus aware with Universal Menu or Dash: an app that is “focus aware” must continue rendering while the Universal Menu is displayed, but hide any user hands or controllers, and ignore all input.

Security VRCs

For Meta Quest devices:
  • VRC.Quest.Security.1Entitlement check: the app must perform a Platform Entitlement check within 10 seconds of launch.
  • VRC.Quest.Security.2Permission check: the app must request the minimum number of permissions required to function.
For Link PC-VR devices:
  • VRC.PC.Security.1Entitlement check: the app must perform a Platform Entitlement check within 10 seconds of launch.

Performance VRCs

For Meta Quest devices:
  • VRC.Quest.Performance.1Required frame rate: the app must display graphics in the Meta Quest headset at 72 frames per second.
For Link PC-VR devices:
  • VRC.PC.Performance.3 and VRC.PC.Performance.5Required frame rate: the app must display graphics in the headset at 90 frames per second (Rift), or 80 frames per second (Rift S) on Nvidia 970 GPU (PC VRC 3) and AMD 290 GPU (PC VRC 5) running Windows 10. Note: Apps must meet these requirements on boot, by default. It must function as intended on a recommended spec PC as defined by Meta without any modifications to in-app settings.
  • VRC.PC.Performance.7 - Convergence errors: the app must render without convergence errors or unusual distortion.

Tracking VRCs

For Meta Quest devices:
  • VRC.Quest.Tracking.1Play mode: when the submission metadata is configured, your app must meet the requirements for either sitting, standing, or roomscale play modes.
For Link PC-VR devices:
  • VRC.PC.Tracking.1Play mode: when the submission metadata is configured, your app must meet the requirements for either sitting, standing, or roomscale play modes.
    Note: This includes the expected UX for each mode, for example:
    • Sitting: No action requires you to stand or reach down to the ground.
    • Standing: You are able to interact with all game elements while standing, turning around, or reaching.
    • Roomscale: The app must be completely usable within a 6.5’ x 6.5’ play area
    For more information on tracking + locomotion design, see the Locomotion Best Practices.

Input VRC (hand tracking) for Meta Quest devices

  • VRC.Quest.Input.6Hands are hidden when not being tracked: apps that support hand tracking must hide hands if tracking confidence is low or if they are not being tracked.
  • VRC.Quest.Input.7Input selection: apps that support hand tracking must properly respect when input is switched between controllers and hands.
  • VRC.Quest.Input.8System gesture: for apps that support hand tracking, the system gesture is reserved, and should not trigger any other actions within the app.
Did you find this page helpful?
Thumbs up icon
Thumbs down icon