Running an XR app developed in Unity works the same as running any type of app on a device. In most cases, you can use the Unity Build and Run function to both build and run an app on a connected device.
Note: The method you use to install an already built app on a device varies by platform, and you should refer to the platform’s documentation for detailed information.
To build your game or application and run it on a device:
Tip: After you have configured your build settings, you can build and run your project directly with the File > Build And Run menu command.
See Publishing Builds for more information about building Unity projects.
On the Windows platform, some XR provider plug-ins support a “hybrid” play mode in which the project runs on a connected XR device when you enter Play mode. The Unity Game view mirrors the headset display. You have the choice of the following options for the Game view:
Tip: When developing for the Quest 2 or Pro, you can switch to the Windows platform and use the Quest Link to take advantage of the faster iteration turn around provided by Play mode compared to building and uploading your project to the device.
The Mock HMD package provides a simulated HMD in the Unity Game view in Play mode. The Mock HMD is a provider plug-in that simulates the presence of a head-mounted device. Enable the Mock HMD in the XR Plug-in Management settings section. Input and tracking are not simulated.
See the Mock HMD documentation for more information.
Tip: The XR Interaction Toolkit package provides an XR Device Simulator that translates keyboard and mouse input into movement and interaction.
The AR Foundation package provides an XR Simulation feature that you can use to test AR apps in the Editor. XR Simulation provides pre-built test environments that you can use in Play Mode to simulate how your app would behave in different physical settings. The simulation reports detected planes and other AR features as if you were navigating within a real environment. You can modify the provided environments and create your own.
See XR Simulation for more information.
Most XR devices use one of the existing OS platforms. For additional information about running projects on these platforms, see: