XR Plug-in Management
In 2019, Unity migrated its AR/VR platform integrations to support a new plug-in framework (XR SDK) that improved our ability to address issues more quickly, distribute SDK updates from our partners more easily, and unlock performance optimizations for hardware vendors. Part of the update involved “XR Plug-in Management”, a new UI system for managing AR/VR platform support in your projects. We have been working on improving the overall user experience and project configuration process, and want to share our latest updates.
New Improvements
We have released a new version of XR Plugin-Management (3.2) that reduces the number of steps required to enable AR/VR in your project. It is verified in Unity 2019.3 and later, and we recommend upgrading to XR Plug-in Management 3.2 to use this interface.
Note that we’ve listed currently known issues at the end of this post.
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Left side displays initial workflow (XR Plug-in Management 3.0); right side displays improved workflow (XR Plug-in Management 3.2)
Previously, we required multiple steps to install and load XR plug-ins for device support and input tracking. We’ve now streamlined that workflow using a checkbox system that will automatically enable the appropriate XR plug-ins for the corresponding build target with a single click.
Project Settings window using XR Plug-in Management 3.2
Using XR Plug-in Management
To configure a new Unity project for XR, follow the steps below. Note that using the Package Manager is not required.
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Open the Project Settings window (menu: Edit > Project Settings), and select XR Plug-in Management.
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Click Install XR Plug-in Management if the package hasn’t been installed already. You can also install it from the Package Manager window.
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After the installation completes, select a Plug-in Provider to enable it for the corresponding build target. To do this:
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Select a build target (for example, Android).
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Select the checkbox to the left of each plug-in you want to use for that build target.
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Note: The appropriate plug-in package will be installed if it’s not already present.
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After a plug-in loads, its name is displayed in the navigation panel on the left-hand side of the window, under XR Plug-in Management. Click the plug-in to configure its settings for each build target.
The above can also be found in the Unity documentation manual.
Setting Up Tracking
To make sure XR tracking is properly configured in your project, follow the steps outlined in the Unity documentation manual. We recommend using the “XR Rig” for tracking, though adding a “TrackedPoseDriver” to the main camera will also enable tracking.
Provide Feedback
While we’ve done extensive testing to make sure the latest version of XR Plug-in Management (3.2) works with all of our supported XR plugins and related packages (AR Foundation, URP, HDRP), we want to hear from you. Leave us a comment in this thread with any feedback on the new improvements, or any issues you may have encountered.
If you are reporting an issue, please include the Unity Editor version you’re using and any other packages in your project so we can best understand the issue.
Known Issues
- Restarting the Unity editor may be required after any XR plug-in is upgraded / uninstalled from the Package Manager. Otherwise, entering “Play Mode” using any XR plug-in provider will not work. We are working on a fix for this issue.
- Converting your Main Camera to an XR Rig for tracking may produce the following error when using the Universal Render Pipeline: Your Main Camera has additional components that we do not recognize. We are unable to automatically convert your scene. Please see the documentation on how to upgrade your scene. We’re working on a fix for this issue.
