Version: 2022.1
Choose XR provider plug-ins
Set up an XR scene

Create an XR project

To create an XR project, you can use an XR template from the Unity Hub or start with a non-XR project.

Prerequisites

To create an XR project, you must first perform the following tasks:

  • Install the Unity Editor.
  • Add Editor modules to support the platform build targets on which the XR devices that you want to support run. For example, to support Android devices with ARCore or Oculus Quest devices, you must add the Android module to your Editor using the Unity Hub.

Note: The makers of some XR devices might impose additional requirements, such as signing up for a developer account, in order to create applications for their platform. Such requirements are outside the scope of Unity documentation.

Create a new XR project

The quickest way to create a new XR project is with the AR or VR template in the Unity Hub. Projects you create with one of these templates are already configured with the XR Plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
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Management system, common XR plug-in and support packages, and a starting sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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set up with the basic XR components.

  1. Open the Unity Hub.
  2. In the Hub, click the New Project button.
  3. To start from a template, select the VR Core or AR Core template. If necessary, click Download template.
  4. Choose a project name and save location.
  5. Click Create project.
  6. After the project opens in the Editor, configure the project’s XR plug-ins with the XR Plug-in Management system.
  7. Add additional XR packages such as the XR Interaction Toolkit using the Package Manager.
  8. Set up an XR scene.

Tip: After you create an XR project, go to the XR Plug-in Management page in your Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
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and enable the plug-ins for the platforms you want to support. If you don’t see a platform tab on the XR Plug-in Management page, add the platform module to your Editor installation using the Unity Hub.

Start from a non-XR project

You can always convert an existing non-XR project:

  1. Use the Unity Hub to open the project.
  2. In the Editor configure the project’s XR plug-ins with the XR Plug-in Management system.
  3. Add additional XR packages such as AR Foundation and the XR Interaction Toolkit using the Package Manager.
  4. Set up an XR scene.

Remove example assets

If you create a project using one of the XR templates, but do not intend to use the included example assets, you can remove them:

  1. In the Project window, open the Assets folder.
  2. Right-click the ExampleAssets folder.
  3. Select Delete.
  4. In the pop-up that appears, click Delete.

Note: The sample scenes in the templates use assets in the ExampleAssets folder. If you remove the folder, you should also remove: * AnchorCreator script from the AR Session Origin GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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(AR template) * XRControllerLeft GameObject (VR template) * XRControllerRight GameObject (VR template) * Plane GameObject (VR template)

Choose XR provider plug-ins
Set up an XR scene