Sometimes a user puts on a Meta Quest headset but wants to control content from their phone: choose a game, configure privacy, transfer photos. For example, launch a game from the library without taking off the headset, or receive a notification about an incoming message in VR.
We develop mobile companion apps that connect a VR headset and a smartphone through various channels — from the official Meta SDK to a direct local network. The result is a seamless experience without taking off the headset.
Our team has 5+ years of experience and 30+ successful cases — from simple control to multiplayer social VR platforms. Savings on backend infrastructure can reach 40% when using direct channels.
How to organize communication between Quest and a mobile app?
There are several technical channels. The choice depends on the scenario: media streaming, command control, multiplayer. Below is a comparative table.
| Method | Speed | Latency | Application | Complexity |
|---|---|---|---|---|
| Meta Platform SDK | – | – | Authorization, invites, push notifications | Medium (OAuth, API) |
| Local network (LAN) | 100 Mbit/s+ | 5–10 ms | Control, telemetry | Low (WebSocket/HTTP) |
| Bluetooth | ~1 Mbit/s | 50–100 ms | Remote control, small data | Medium (GATT) |
| USB (ADB) | 480 Mbit/s | <1 ms | Development only | High (cable required) |
Meta Platform SDK — the official bridge between environments. Through it, you implement unified authorization (Meta Login, OAuth 2.0), notifications (friend online, room invitation), and deep linking (oculus://). If your product is social, this is a must have.
What does a direct local network provide?
Quest 3 and a phone on the same Wi-Fi is the most universal channel. An Android service with WebSocket runs on Quest, and an HTTP client runs on the phone. Discovery via mDNS (NsdManager on Android, Bonjour on iOS).
This method is suitable for enterprise solutions where a public backend is not needed — data does not leave the local network. This allows saving up to 40% on backend infrastructure development.
When is Bluetooth needed?
Only for low-speed commands: press a button, read telemetry. Bandwidth ~1 Mbit/s does not allow video transmission, but Wi-Fi is not needed. It is implemented through a GATT server on the Quest side.
Typical architecture
In a typical architecture, the mobile companion synchronizes with Quest through a cloud backend — this is more reliable than a direct channel. Scheme: [Telephone] ←→ [Backend API] ←→ [Meta Quest].
For realtime interactions (phone as a controller) — WebSocket through a relay server with 50–100 ms latency. If a social layer is required — we connect Meta Multiplayer SDK (Photon + Meta Parties).
The companion shows friends' online statuses from Meta Social Graph (via Meta Login) and sends invitations to VR sessions. Time savings on implementing social features — up to 50%.
Meta Platform SDK recommends using WebSocket for realtime communication between Quest and phone.
What is included in the work
- Audit of the existing Quest app and selection of communication channels.
- Architecture design: server side (API, WebSocket), mobile clients (iOS/Android).
- Development of the companion module on the Quest side (Kotlin/Java).
- Integration with Meta Platform SDK: authorization, push notifications, deep linking.
- Development of a mobile app for iOS (Swift) and Android (Kotlin) with Universal/App Links.
- Testing in conjunction with a real Quest 3 (TestFlight/Google Play Console).
- Assistance with publishing to Meta Horizon Store (App Lab) and mobile OS stores.
- Technical support after launch.
Approximate timelines
| Integration level | Timelines |
|---|---|
| Basic LAN connection + content management | 6–10 weeks |
| Full integration with Meta Platform SDK + social features | 3–5 months |
| Full cycle (analytics → UX → backend → mobile apps → Quest) | from 4 months |
The exact cost is calculated individually after reviewing your project. Order companion app development, and we will implement the integration within the agreed timelines.
How we develop a companion app: 4 stages
- Analysis and architecture — we study your product, select communication channels, design the scheme.
- Quest module development — we write an Android service (Kotlin) with WebSocket/BLE/Meta SDK.
- Mobile client creation — iOS (Swift) and Android (Kotlin) apps with deep linking and UI.
- Testing and publishing — verification on a real device, deployment to App Store and Horizon Store.
Why order turnkey integration?
We are a team of mobile developers with 5+ years of experience creating VR companions. We have delivered more than 30 projects for Meta Quest 2 and 3. We understand the nuances of App Store Review Guidelines (Section 4.2) and Meta Horizon Store requirements. We guarantee delivery on time.
One of the common mistakes is ignoring Section 4.2: a media player without its own content may be rejected. Another is mixing production and debug keys: the signature must match the Provisioning Profile in App Store Connect.
It is also worth properly configuring Background fetch so that updating friends' status in the background does not drain the battery, and ProGuard/R8 for correct serialization.
Get a consultation — send a project description, and we will propose the optimal architecture and budget. Contact us for details.







