Hi, We've developed an application for our client and wanted to submit it on Oculus Store for GearVR and Oculus Go. Unfortunately, it got rejected with Oculus Keys status. The application is set in a fully 3D environment with photorealistic lighting and real-time reflections(all of the video materials are reflected) it also works in 60 fps with a 200% resolution scale on targeted hardware.
We would like to know what we can do or fix to have the application published on the Oculus Store.
First of all, it is not a portfolio app as described in the first post. This app was created for Samsung Electronics Poland and it's meant to promote their products, on GearVR and Go. We have spent months working on real-time reflections in a full 3D environment(it is not another 360 gallery).
I would just like to know why it did get rejected, so we know what to fix.
From app statistics, it looks like the person responsible for deciding what to do with the app launched it 3 times and used it for 1.22 minutes, which is less than 30 sec per session(with splash screen)... I do not want to brag, but it all seems very unprofessional.
As motorsep mentioned this is essentially a portfolio for samsung products. i.e an advertisement . Oculus doesn't publish this type of content since it doesn't appeal to a wide audience or contribute anything to VR as a whole, and in the worst cases actually hurts VR due to poor public perception of what VR is truly capable of.
Not knocking your work, this is just the reality of their distribution model
If you do this for Samsung, then you'd send it to Samsung and Samsung would submit it for approval. I am sure this is a miscommunication issue. Somehow Oculus has to have a validation from Samsung that you are submitting this app on their behalf.
Thanks for all of the responses. I'll speak to my client about validation/submission once again. The person at Samsung responsible for the project probably did not know of the validation/submission process for branded experiences.
I still don't see how it needs to be in the public store. It can be on HMDs located in the Samsung's stores, malls, etc. (kinda like a kiosk). It can be somehow (that's some technicality for you, Oculus and Samsung to figure out), maybe via deep link, available to people who browse Samsung's website in VR. At last, Samsung can have a form on their website and a ton of keys pre-generated. A person, who is interested in seeing this VR stuff, would fill out the form (e-mail basically) and receive activation key in the mail.
Curious how you achieved high performing reflections? On another note, Oculus is pretty selective on the experiences. Try adding more user functionality, maybe the ability to open up the products and look inside? Not sure about your audio but adding voice overs, music, audio cues (hover states, clicks, etc.) are helpful with the immersion.