We’re excited to share that with the release of Unity 6.5, XREAL AURA is now officially supported. AURA joins Samsung Galaxy XR as part of the growing Android XR ecosystem you can target directly from Unity. Two updates in this release make building for AURA seamless:
Single APK for Android XR
Unity supports single APK deployment across Android XR devices, so a single build targets both Samsung Galaxy XR and XREAL AURA. That one build runs everywhere, enabling features when they’re available on a given device and skipping them gracefully when they’re not.
Puck Trackpad Input for XREAL AURA
AURA’s puck device has full input support in Unity, with its trackpad behavior mapped to Unity’s Input System and the XR Interaction Toolkit (XRI). That means you can handle navigation and interactions through the same input workflows you already use.
Get Started
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Use the Android XR Build Profile in Unity 6.5+, which will automatically bring in the latest version.
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Update your packages. Since these features span input and OpenXR, we recommend being on the latest Unity OpenXR: Android XR (1.3.1+), OpenXR Plugin (1.18+), and XR Interaction Toolkit (3.4.0+) packages. You can add Android XR by name in the Package Manager: com.unity.xr.androidxr-openxr.
For setup details and everything you need to get started, head over to the Android XR documentation. And as always, thanks to everyone building on Android XR with us. Your feedback continues to shape where the platform goes next, and we can’t wait to see what you build across Samsung Galaxy XR, XREAL AURA, and beyond!
Interested in XREAL Aura development? Join our livestream on July 2nd (12:00 PM ET / 9:00 AM PT / 5:00 PM GMT), where we’ll sit down with XREAL and Google’s Android XR team to discuss game/app development using Unity.
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WOW! This experience used to require expensive and bulky headsets. This is what AR should be — lightweight and accessible.
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Would it be fair to assume that upgrading to 6.5 will iron out the issues we’re already seeing with trying to support a single APK build?
i.e. In Unity 6.3, we see eye tracking as being set as “required=true” during Unity builds, which stops the app from appearing on the Google Play store for devices that don’t support eye tracking. We’ve worked around that by adding a tools override in the android manifest, but I’m wondering if issues like that are already fixed in 6.5?
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Will this also work with 6.3 LTS? Or do we need to wait for 6.7 LTS to use this in production?
Hi @TriciaBecker,
Flagging two manifest emission issues in OpenXR Android XR 1.3.1 (com.unity.xr.androidxr-openxr, Unity 6.3) that are silently breaking Google Play delivery for Android XR apps. Posting here since this thread is active for Android XR support and post #3 above describes the same symptom family.
Issue 1 [CRITICAL]: Miscased SPATIAL uses-feature results in GalaxyXR being excluded as a Supported Device
SpatialAPIFeaturesConfigurator unconditionally injects <uses-feature android:name="android.software.xr.api.SPATIAL" android:required="true" /> in UPPERCASE. Real devices declare Android’s actual lowercase constant. Samsung Galaxy XR (samsung xrvst2) declares android.software.xr.api.spatial in its Play device catalog entry, verified via Play Console. Play feature matching is case-sensitive, so any AAB built with 1.3.1 shows “Supported Android devices: 0” in the App bundle explorer. The failure is completely silent: uploads succeed, releases go Active, and the store just keeps serving testers and players the newest previously-compatible version. It cost us two weeks and three release builds to trace.
Issue 2: Hardware input features default to required=“true” with no build-time visibility
The same configurator promotes OpenXR extension strings from every enabled feature into required hardware uses-feature entries (for example eye_tracking via the always-on Session Management feature). Two gotchas compound it: a required="false" in the app manifest template loses to the manifest merger’s OR policy, and the Optional Android XR Features list only works if EVERY enabled feature pulling that extension is listed. This is the same problem @BlackPete describes in post #3.
Our workarounds
<uses-feature android:name="android.software.xr.api.SPATIAL" tools:node="remove" /> in the manifest template (we use no Spatial API features).
- Optional-listing “Android XR (Extensions): Session Management” under Android XR Support so eye_tracking emits
required="false".
Requested fixes
- Correct the constant to lowercase
android.software.xr.api.spatial, and ideally only emit it when Spatial API features are actually enabled, or emit it optional.
- Log the final required
uses-feature set at build time so developers can see when a package upgrade adds Play device filters.
- Document the optionalFeatures behavior (every enabled feature pulling an extension must be listed) and the merger OR policy on the Android XR Support docs page.
Thank You!
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@triciabecker_unity We just upgraded one of our projects from 6.3 to 6.5, and suddenly the app is no longer showing on the Google Play store for our AndroidXR devices (GalaxyXR and Aura)
It seems SPATIAL got injected even though we aren’t using it, and appears to be what’s breaking compatibility. Thanks to @MightyCoconutJP for the workaround in removing SPATIAL from our project.
This is a showstopper P0 issue!
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Can you tell us if Unity 6.6 is already supported?