▲ 13 r/Xreal

Eye Gestures has become a genuinely useful part of my portable workstation.

I’ve been testing the XREAL Hand Gestures beta on my XREAL One Pro with XREAL Eye, and after actually living with it for a while, I’ve found a use for it that goes well beyond just being a neat way to control the glasses.

I’m physically disabled, and there are days when sitting at my desktop computer isn’t practical for me. When that happens, I use my Legion Go with my One Pro so I can continue working from a reclined position.

That’s where XREAL's Hand Gestures via XREAL Eye has surprised me.

Being able to navigate and interact with my portable setup using my hands means I don’t have to constantly reach for the Legion Go or reposition myself just to perform basic computer interactions. The gestures make the whole setup feel much more natural and much more like a wearable workstation rather than simply a screen attached to my face.

I’ve been using it while developing my own software and CAD projects, sometimes for fairly long sessions, so this hasn’t just been a case of trying the gestures a few times to see whether they work. I’ve actually incorporated them into the way I use the computer.

The beta still has some rough edges, and I’ve reported the issues I’ve encountered, but when the tracking is working well the experience is pretty impressive. There’s something genuinely freeing about being able to sit or recline where my body is comfortable, put on the glasses, grab the Legion Go and control more of the experience directly with my hands and a little voice too.

For me, that’s the exciting part of Hand Gestures. It isn’t simply replacing a button or touchpad. It’s removing some of the physical interaction that can make computing difficult in the first place.

I think there’s a lot of potential here for portable computing in general, but especially for accessibility. I’m looking forward to seeing how much further XREAL can take it.

I’d be interested to hear how other testers have been using Gestures, especially if anyone else has found accessibility-related uses for them. ❤️

reddit.com
u/bradius3k — 2 days ago

[Unity/OpenXR] Android XR workflow question before physical hardware access

Hi everyone,

I’m building an accessibility-first CAD prototype in Unity intended for Android XR / wired XR glasses such as XREAL Aura.

I’m trying to make sure my development workflow assumptions are correct before I add Android XR packages too early.

Current plan:

  1. Build and validate the core Unity desktop/editor prototype first.
  2. Keep the CAD command/geometry/STL export loop working in desktop Play Mode.
  3. Use existing XREAL One Pro glasses connected to a Windows PC only for early visual/readability/fatigue testing.
  4. Later, create a basic Android APK smoke build for ordinary Android behavior.
  5. Only after the desktop/mobile foundation is stable, add the Android XR / OpenXR Unity packages.
  6. Final validation would require real Android XR / Aura-style hardware.

My main questions:

  1. Can a Unity Android XR / OpenXR app be meaningfully runtime-tested without physical Android XR hardware, or is hardware required for real validation?
  2. Is Android XR Emulator useful for Unity/OpenXR app validation, or is it mainly not a substitute for device testing?
  3. For a Unity app targeting Android XR wired glasses, is the expected starting stack still:- Unity 6- URP- Vulkan- OpenXR Plugin- Unity OpenXR: Android XR
  4. When should a project add Android XR Extensions, AR Foundation, XR Interaction Toolkit, or XR Hands? Should those wait until specific features require them?
  5. Is there an official recommended path for developers building Unity apps for Android XR glasses before they have access to physical hardware?

I’m not asking about Catalyst application status or hardware access here. I’m mainly trying to avoid building against the wrong assumptions.

Thanks for any guidance.

reddit.com
u/bradius3k — 2 months ago

[Unity/OpenXR] Android XR workflow question before physical hardware access

Hi everyone,

I’m building an accessibility-first CAD prototype in Unity intended for Android XR / wired XR glasses such as XREAL Aura.

I’m trying to make sure my development workflow assumptions are correct before I add Android XR packages too early.

Current plan:

  1. Build and validate the core Unity desktop/editor prototype first.

  2. Keep the CAD command/geometry/STL export loop working in desktop Play Mode.

  3. Use existing XREAL One Pro glasses connected to a Windows PC only for early visual/readability/fatigue testing.

  4. Later, create a basic Android APK smoke build for ordinary Android behavior.

  5. Only after the desktop/mobile foundation is stable, add the Android XR / OpenXR Unity packages.

  6. Final validation would require real Android XR / Aura-style hardware.

My main questions:

  1. Can a Unity Android XR / OpenXR app be meaningfully runtime-tested without physical Android XR hardware, or is hardware required for real validation?

  2. Is Android XR Emulator useful for Unity/OpenXR app validation, or is it mainly not a substitute for device testing?

  3. For a Unity app targeting Android XR wired glasses, is the expected starting stack still:

    - Unity 6

    - URP

    - Vulkan

    - OpenXR Plugin

    - Unity OpenXR: Android XR

  4. When should a project add Android XR Extensions, AR Foundation, XR Interaction Toolkit, or XR Hands? Should those wait until specific features require them?

  5. Is there an official recommended path for developers building Unity apps for Android XR glasses before they have access to physical hardware?

I’m not asking about Catalyst application status or hardware access here. I’m mainly trying to avoid building against the wrong assumptions.

Thanks for any guidance.

reddit.com
u/bradius3k — 2 months ago