An XR provider is part of a Unity project and minimally consists of a manifest file and one or more native plug-insA 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
See in Glossary. It can also include other assets such as scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary and images. As long as these are in your project when you launch the Editor, Unity discovers them.
Note: You must relaunch Unity whenever you change a provider’s manifest or Editor native plug-inA platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More info
See in Glossary.
Native plug-ins must be in a subfolder relative to UnitySubsystemsManifest.json
. If your provider is not part of a package, Unity only finds UnitySubsystemsManifest.json
files that are up to one level deep in the Assets
folder.
This manifest contains information about your provider, such as the subsystems it provides and the plug-in name.
For more information, see the UnitySubsystemsManifest.json page.
To learn how to build a native plug-in for your targeted platform, see documentation on the Unity native plugin interface. After you get your dynamic library into Unity, ensure that all of the options (such as the target platform in the Plug-in Settings) are correct.
You need to register a lifecycle handler for the subsystems that you intend to implement. For example:
extern "C" void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API
UnityPluginLoad(IUnityInterfaces* unityInterfaces)
{
s_XrDisplay = unityInterfaces->Get<IUnityXRDisplayInterface>();
UnityLifecycleProvider displayLifecycleHandler =
{
NULL, // This can be any object you want to pass as userData to the following functions
&Lifecycle_Initialize,
&Lifecycle_Start,
&Lifecycle_Stop,
&Lifecycle_Shutdown
};
s_XrDisplay->RegisterLifecycleProvider("Provider Plugin Name", "Display0", &displayLifecycleHandler);
// Register with other subsystems
}
Note: The parameters passed to RegisterLifecycleProvider
must match the name
and id
fields in your manifest file.
When you call your Initialize
method at a later point, you get an instance handle you can use to call methods that take a UnitySubsystemHandle
. Example:
/// Callback executed when a subsystem should initialize in preparation for becoming active.
static UnitySubsystemErrorCode UNITY_INTERFACE_API Lifecycle_Initialize(UnitySubsystemHandle handle, void* data)
{
// Register for callbacks on the graphics thread.
UnityXRDisplayGraphicsThreadProvider gfxThreadProvider = { NULL, NULL, &GfxThread_WaitForNextFrameDesc, NULL };
s_XrDisplay->RegisterProviderForGraphicsThread(handle, &gfxThreadProvider);
return kUnitySubsystemErrorCodeSuccess;
}
The SDK package includes an example project that builds sample plug-ins.
For more information about loading your provider in Unity, see the Runtime discovery and activation of subsystems page.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.