u/bradius3k

[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 — 5 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 — 5 days ago