Version: Unity 6 Preview (6000.0)
Language : English
Choose XR provider plug-ins
Set up an XR scene

Create an XR project

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 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 Meta 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.

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-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.
  3. Add additional XR packages, such as AR Foundation and the XR Interaction Toolkit, using the Package Manager.
  4. Set up an XR scene.
Choose XR provider plug-ins
Set up an XR scene