To create an XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary project, you can use an XR template from the Unity Hub or start with a non-XR project.
To create an XR project, you must first perform the following tasks:
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.
The quickest way to create a new XR project is with the ARAugmented Reality More info
See in Glossary or VRVirtual Reality More info
See in Glossary 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
See in Glossary 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
See in Glossary set up with the basic XR components.
Tip: After you create an XR project, go to the XR Plug-in Management section 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
See in Glossary 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.
You can always convert an existing non-XR project:
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:
Assets
folder.ExampleAssets
folder.
Note: The sample scenes in the templates use assets in the ExampleAssets
folder. If you remove the folder, you should also remove the following items from the sample scenes:
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 infoXRControllerLeft
GameObject (VR template)XRControllerRight
GameObject (VR template)Plane
GameObject (VR template)