I made this because the documentation existed in pieces. A developer could learn how to create an achievement or prepare a custom Home item, but still be left to discover how the entire feature moved from dashboard configuration through Unity and into the player's account.
Why I made this
This was not a one-SDK integration. The achievement needed developer-facing and player-facing metadata, a Unity app configured for the Oculus Platform, an unlock call, and a custom object in GLB format that could pass through testing and review.
The asset path introduced another branch: developers could convert an existing FBX with a command-line tool or create an object in Oculus Medium and export it directly to Home. In either case, centering, rotation, scale, detail level, local testing, dashboard upload, and approval all affected whether the final reward would work.
What I did
I begin in the Oculus dashboard and explain the difference between the achievement's API name and the title, description, and icon presented to players. Then I configure the Unity prerequisites and show the small platform call that unlocks the achievement, followed by verification in the user's profile.
For the reward asset, I demonstrate two practical paths. An existing FBX can be converted to GLB with Facebook's FBX2glTF command-line tool; an object made in Oculus Medium can be sent to Home directly. I call out the model preparation details that determine whether the object appears correctly.
I import the object into Oculus Home first so its placement and scale can be inspected before submission. Then I locate the generated GLB, upload it as a custom item in the dashboard, and show the review step—including a transient save failure and retry.
At recording time the custom item had not completed approval, so I couldn’t show the final association live. I explain the intended last step and player experience, and say plainly where the test stopped.
Chapters
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A note on the archive
This recording documents Oculus Home 2.0, the Oculus Platform SDK, Oculus Medium, and a 2018 dashboard workflow. Oculus Home and its custom-item system are historical, and current Meta Quest platform services use different tooling, policies, and interfaces.
Use current Meta documentation for modern achievement or platform integrations. I also say plainly where the original test stopped: the pieces were connected, but the final store-side unlock could not be verified in that session.