Unlike a standard Unity 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, 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 scene requires an XR Origin to transform physical spatial tracking data into the virtual world. This setup ensures 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 aligns with the user’s head-mounted or hand-held device, and maps real-world controller movements to 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 in the scene.
| Topic | Description |
|---|---|
| Set up an XR scene | Add an XR Origin to provide a frame of reference for spatial tracking data. |
| XR input options | Handle input using the XR Interaction Toolkit, OpenXR, or other options. |
| XR Origin | Transform XR tracking data into the scene world space. |