xr plugin managment arkit required script

hello all is it possible to turn on arkit required for the xr plugin manager programmatically so i can use automatically use turn it on in my jenkins build?

I found this documentation but can’t seem to make any progress with the information given.
https://docs.unity3d.com/Packages/com.unity.xr.management@4.0/manual/EndUser.html

Yes it is possible

First you must generate XRGeneralSettings, then assign a loader.

This is how I did it.

            XRGeneralSettingsPerBuildTarget generalSettingsPerBuildTarget = ScriptableObject.CreateInstance<XRGeneralSettingsPerBuildTarget>();
            AssetDatabase.CreateAsset(generalSettingsPerBuildTarget, "Assets/XR/XRGeneralSettings.asset");
            generalSettingsPerBuildTarget.CreateDefaultManagerSettingsForBuildTarget(BuildTargetGroup.iOS);
            generalSettingsPerBuildTarget.CreateDefaultManagerSettingsForBuildTarget(BuildTargetGroup.Android);

            var iosManager = generalSettingsPerBuildTarget.ManagerSettingsForBuildTarget(BuildTargetGroup.iOS);

            XRPackageMetadataStore.AssignLoader(iosManager, "Unity.XR.ARKit.ARKitLoader", BuildTargetGroup.iOS);
            AssetDatabase.RefreshSettings();