Meta Quest devices require a Meta account in order to be set up. This is done by logging into the Meta Quest app and pairing a headset to the app. Logging into Meta devices is easy enough when pairing one-off devices, but what are your options when deploying Meta devices at scale?
Meta Accounts vs. Meta Test User Accounts
There are two account options for setting up large numbers of Meta devices:
Using standard Meta accounts. In most large-scale deployments, Meta accounts are created solely for setting up Meta devices for VR deployments and are not used as personal Meta accounts.
Using Meta Test User accounts.
ManageXR recommends using Meta Test User accounts; however, each method has its pros and cons.
Access to the Meta Quest App Store
⚠️Important: Using store content for large-scale VR deployments is not optimal or sustainable and is not recommended by ManageXR. When using store content, you must purchase content for each device using a unique Meta account and manually download that content to each device. You cannot remotely deploy store-bought apps.
If you want to use an app for your VR deployment, we recommend contacting the app developer directly for app licensing information. From there, we make it extremely easy for developers to share their applications through ManageXR. Then you can remotely deploy these apps to any headset you've added to your ManageXR organization with ease! In most cases, we will already be partnered with these developers, making this content even easier to acquire for your device fleet.
Longer setup process
Requires a unique email address for each account
Each Meta account must join an existing Oculus Developer organization or sign up to be a Meta Quest developer, which requires 2FA or a credit card to become validated.
Can't be generated in bulk
💡If you still decide to use Meta accounts for large-scale deployments and are having issues with 2FA/credit card, reach out to us at email@example.com for advice.
Meta Test Users
Easy to set up. Learn how to create test users!
Can be generated in bulk
Developer enabled upon creation
Does not require additional authentication (2FA or credit card)
No limit to the number of accounts you can create
⚠️Important: Although there's no documented test user limit, we've had reports that when reaching 1,400 generated test user IDs under a single developer account, the site begins experiencing issues that significantly slow the creation of subsequent test user IDs. The most reported test users we've seen generated for a single developer account is 1,600. If you plan to generate more than 1,400 test user accounts, we recommend creating another developer-enabled account to lighten the load on a single account.
Cannot directly access Meta store content, but can use store content if shared through ManageXR and using a one-to-one device setup methodology. More on that topic is below.
Pairing Devices to Accounts: One-to-One vs. One-to-Many
It's time to weigh the pros and cons of setting up your devices using a one-to-one or one-to-many methodology.
⚠️Important: For both account types, we recommend creating a unique account for each device. This adds time to the setup process; however, it will save you time and effort in the long run (see the one-to-many cons section below).
Can utilize content tied to the Meta Store/App Lab/Developer System
Can cast without issue
Longer setup process
A one-to-many approach using Meta accounts is risky because it is directly against Meta ToS and can cause issues with applications tied to Oculus release channels.
Faster setup process. Removes the need to log out of the Meta Quest app before setting up a new device
Cannot cast on multiple devices simultaneously if using the Meta website (https://www.oculus.com/casting/) or the Meta app. We have found that casting to a Chromecast media streamer supports a one-to-many approach. This could be subject to change, so if casting is pivotal to your deployment, a one-to-one approach is recommended.
Cannot use content that is tied to Meta's Store/App Lab/Developer System on multiple devices simultaneously. This is because Meta applies anti-piracy measures to apps deployed through those channels. When trying to access this content on multiple devices simultaneously, you will receive this error, "Multiple Devices Can't Access This App at the Same Time." Again, this restriction is an anti-piracy measure that helps protect the developer's IP. This will not happen when setting devices up with a one-to-one methodology.
💡Note: If the apps you've distributed via ManageXR are not connected to the Meta Store/App Lab/Developer System in any way, then there is currently no restriction on simultaneously playing that app across devices on the same account.
Optimal Device Setup Instructions
Now that an account type and provisioning methodology has been chosen, it's time to outline step-by-step device setup instructions for provisioning many devices in a single session. Check out our Meta Quest Bulk Device Provisioning Guide to learn more!