To set up 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 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, add an XR Origin.
These objects are collections of GameObjectsThe 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
See in Glossary and components that provide a frame of reference for transforming spatial tracking data into the scene, including controlling the scene cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary. When you add an XR Origin to a scene, it controls the attached camera to track the user’s head-mounted (VR) or hand-held (AR) device. In addition, the versions of the XR Origin that contain GameObjects for controllers will move them to track the user’s controllers.
Notes:
Refer to XR Origin for a description of the XR Origin options available to use in a scene.
Before you can set up a scene for XR, you must first:
The basic steps to set up a scene for XR include:
Your projects might have additional setup considerations depending on the project type, platform, and Unity packages that you plan to use:
For AR projects, refer to Scene setup in the AR Foundation manual for additional set up steps and more detailed instructions.
For VRVirtual Reality More info
See in Glossary projects using the XR Interaction Toolkit, refer to General Setup in the Interaction Toolkit manual for additional information.
For AR/MRMixed Reality
See in Glossary projects on the Apple Vision Pro, use a Volume Camera instead of an XR Origin. Refer to PolySpatial visionOS: Starting a new visionOS project.
For VR projects on the Apple Vision Pro, you must add an AR Session object from the AR Foundation package to a scene to access head and hand tracking data. VR apps on this device also have access to additional ARKit data, such as plane detection, scene reconstruction meshes, and image tracking. Refer to Fully Immersive VR on visionOS.
If you have a scene that can be used in both XR and non-XR contexts, you can use the XRSettings.enabled property to detect whether the XR subsystems are currently loaded and active. With that information you can activate or deactivate the appropriate sets of GameObjects and components.
public void CheckXRStatus()
{
if (UnityEngine.XR.XRSettings.enabled)
{
Debug.Log("XR is active.");
}
else
{
Debug.Log("XR is not available.");
}
}
Note: you can read the value of the XRSettings.enabled property to determine the XR status. However, setting the value is no longer supported and does nothing. For information about how to dynamically turn XR on and off at runtime, refer to Manage XR loader lifecycles.