To create an XR 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 AR or VR template in the Unity Hub. Projects you create with one of these templates are already configured with the XR Plug-in Management system, common XR plug-in and support packages, and a starting scene 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 Settings 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
GameObject (AR template)XRControllerLeft
GameObject (VR template)XRControllerRight
GameObject (VR template)Plane
GameObject (VR template)Did you find this page useful? Please give it a rating:
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