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Add Android XR docs
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docs/mrtk3-overview/getting-started/setting-up/setup-new-project.md

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Once imported, MRTK3 requires some configuration on OpenXR if you're targeting a specific XR device. Refer to the instructions on the following pages for platform-specific guidance.
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- [Deploy to a Quest device](../../test-and-deploy/quest-deployment.md#deployment-prerequisites)
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- [Deploy to HoloLens 2](../../test-and-deploy/hololens2-deployment.md#deployment-prerequisites)
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- [Deploy to an Android XR device](../../test-and-deploy/android-xr-deployment.md)
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- [Deploy to a Quest device](../../test-and-deploy/quest-deployment.md)
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- [Deploy to HoloLens 2](../../test-and-deploy/hololens2-deployment.md)
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### 6. Congratulations, the project setup is now finished
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---
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title: Deploy to an Android XR device
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parent: Test and experience overview
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nav_order: 2
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---
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# Deploy to an Android XR device
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This page describes how to deploy your Unity Project with MRTK3 onto an Android XR device.
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> [!NOTE]
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> For generic Android XR and Unity information, see the [Android XR developer docs](https://developer.android.com/develop/xr/unity).
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## Deployment Prerequisites
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1. Add MRTK to your project and ensure your [project settings](../getting-started/setting-up/setup-new-project.md#5-configure-openxr-related-settings) are configured correctly to use the OpenXR pipeline and MRTK's feature set. **These features are required to deploy your project onto your Android XR device**. You may ignore project settings instructions regarding the UWP platform.
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> [!NOTE]
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> If starting from our [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.
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1. Navigate to **File > Build Settings**.
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1. Under **Platform**, select **Android**. Switch the platform to **Android**, and wait for the operation to finish.
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1. Navigate to **Edit > Project Settings**.
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1. Under **Project Settings**, navigate to **XR Plug-in Management** and enable **OpenXR** under the **Android** tab. Ensure that **Initialize XR on Startup** is selected and that no feature groups are enabled, and wait for the operation to finish.
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![Android XR Plug-in Management window](../images/android-xr-plug-in-management.png)
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> [!NOTE]
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> A yellow warning icon may appear after checking the **OpenXR** option. Click that icon to open the **OpenXR Project Validation** tool. Click **Fix all** and ignore the interaction profile issue that can't be auto-fixed. The profiles will be added in the step below.
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1. Under **Project Settings**, navigate to **XR Plug-in Management > OpenXR > Interaction Profiles** and ensure the following profiles are listed based on the MRTK features you'd like to use:
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| Profile | MRTK |
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|---------|------|
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| Oculus Touch Controller Profile | For controller input |
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| Hand Interaction Profile | For articulated hand input |
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1. Under **Project Settings**, navigate to **XR Plug-in Management > OpenXR > OpenXR Feature Groups** and ensure the following features are checked under **All Features** based on the MRTK features you'd like to use:
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| Feature | MRTK |
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|---------|------|
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| Android XR: AR Session <br> Android XR: Hand Mesh Data | For rendering the system hand mesh |
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| Hand Tracking Subsystem | For rendering the articulated hand joints |
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![Android XR OpenXR](../images/android-xr-openxr.png)
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> [!NOTE]
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> You can enable additional features as needed, but in-scene support for them will come from other packages, like AR Foundation.
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1. A yellow warning icon or red error icon may appear during this process. Click that icon to open the **OpenXR Project Validation** tool. Select **Fix All** to address the issues. There may be several items to address.
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## Deploying to Device
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1. After you have the project configured, proceed to [build and run the Unity Project](https://docs.unity3d.com/Manual/xr-run.html).

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