Develop with OpenXR

Applicable XR devices
This guidance helps you build experiences for these types of XR devices.
XR Headsets
Wired XR Glasses

 

The OpenXR text logo

Android XR supports apps built with OpenXR through its support for the OpenXR 1.1 specification and select vendor extensions. OpenXR is an open standard that lets you create immersive and interactive experiences using a common set of APIs across a wide range of XR devices.

Features

Android XR supports features that allow you to build apps that take full advantage of the unique capabilities of XR devices, using OpenXR. These features include the following.

Spatial Entity framework
A unified foundation for scene understanding and spatial reasoning. Enables applications to discover, query, and track physical spatial entities in the environment (including planes, 3D meshes, bounding boxes, images, markers, and annotations), filter discovery using spatial bounds, query entity archetypes, create spatial anchors attached to entities, perform spatial entity and mesh raycasting, and persist spatial entities across application sessions.
Spatial containers
A cross-platform spatial windowing API (XR_EXT_spatial_container and XR_EXT_spatial_container_self_rendering) that enables applications to create and render displayable 3D spatial containers (both bounded and immersive) using OpenXR swapchains and composition layers, allowing users to experience multiple spatial containers simultaneously.
Geospatial and Geospatial anchors
Enables applications to track Earth-relative poses using Google's Visual Positioning Service (VPS) and GPS, authenticate with Google Cloud services, and place Geospatial Anchors and Surface Anchors at specific latitudes, longitudes, and altitudes.
Trackables
Supports plane detection, which is the ability to identify and track flat surfaces within the environment, enabling the placement of virtual objects in relation to the real world and Anchors which are virtual points of reference that can be attached to real-world objects or locations, so that virtual content remains accurately positioned and oriented even as the user moves around.
Raycasting
A technique used to determine the intersection point between a virtual ray and objects or world meshes in the scene, facilitating interactions such as selecting and manipulating virtual elements.
Anchor persistence
The capability to save and restore anchors across multiple sessions, allowing for persistent and consistent placement of virtual content within the environment.
Object tracking
The ability to track mouse, keyboard, and other physical objects in the real world.
Image and Marker tracking
The ability to detect and track planar reference images and physical markers (such as AprilTags and ArUco markers) in the environment.
QR Code tracking
The ability to track QR Codes in the physical environment and decode their data.
Depth textures
The generation of depth maps that provide information about the distance between the camera and objects in the scene, enabling more realistic occlusion and interaction effects.
Passthrough
The ability to blend real-world camera footage with virtual content, creating a mixed reality experience that seamlessly combines the physical and digital worlds.
Global passthrough dimming
Allows applications to set and query the global passthrough dimming level to blend virtual content with the physical environment, and receive events when the dimming level changes.
Viewport feathering
Exposes the feathered perimeter area applied by the runtime so applications can lay out UI elements within the safe area unaffected by peripheral feathering.
Scene meshing
The ability to acquire a 3D mesh of the environment, which can be used for physics, occlusion, and other world-aware interactions.
Composition layer passthrough
Allows for a polygon passthrough composition layer cutout, can be used for bringing real world objects into a scene.
Face tracking
The ability to track the features of the user's face from visual and audio data sources, enabling the creation of more realistic and expressive avatars and virtual characters.
Eye tracking
Provides position and orientation of the user's eye, which is designed to make eye pose for avatars more realistic.
Hand tracking
The ability to track the position and movement of the user's hands.
Hand mesh
Provides an accurate representation of the user's hands as a low poly mesh. Optimized for platform-to-application delivery to make sure you get the best performance possible. This is an alternative to other extensions which use a bind pose and blend weights.
Body tracking
Estimates the user's body joint positions and proportions using head and hand tracking inputs.
Light estimation
Used for lighting models (including directional, ambient, spherical harmonics, and cubemap lighting) to match the user's real-world lighting conditions.

Supported input devices

Android XR also supports the following input devices.

Hand Interaction
The recognition of specific hand gestures, such as pinching, swiping, and pointing, enabling the users to interact with virtual objects using gestures and hand movements.
Eye Gaze Interaction
The ability to track the user's eye movements, allowing them to select and interact with virtual objects using their gaze.
6DoF Motion Controllers
The ability to track the controllers position and movement along with Dpad and button bindings for triggering actions, or hover events within the app.
Mouse Interaction
The ability for users to interact with objects through a mouse pointer in 3D space

Supported performance features

Android XR supports the following performance-related features.

Eye-tracked foveation
Allows an app to render higher resolution content only at the eyes focal point.
Space warp
Uses velocity vectors and depth texture information to generate tween frames which effectively boosts the frame rate required to keep your users immersed in your experiences
Frame synthesis
Uses application-provided motion vectors and frame data to synthesize intermediate frames, improving visual smoothness and frame rates.
Performance metrics
Provides Android XR performance metrics at runtime of the current XR device, compositor, and XR app. This includes CPU frametime, GPU frame time, GPU utilization, CPU frequency, frames per second and more.

See the OpenXR Feature Overview for a full list of supported features and extensions.

Supported engines

The following engines are supported for OpenXR development with Android XR.

Unity

Android XR's Unity support, built on top of OpenXR, lets developers create experiences using Unity 6. Learn more about building XR apps with Unity in the Unity overview.

Unreal Engine

Unreal Engine supports Android XR through the OpenXR standard, letting you use the standard tools and workflows in Unreal Engine 5. Learn more about building XR apps with Unreal Engine in the Unreal Engine overview.

Godot

Godot supports Android XR through its OpenXR integration, letting you build and export XR apps for Android using the standard Godot workflow. Learn more about building XR apps with Godot in the Godot overview.


OpenXR™ and the OpenXR logo are trademarks owned by The Khronos Group Inc. and are registered as a trademark in China, the European Union, Japan and the United Kingdom.