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| 1 | +--- |
| 2 | +title: Deploy to an Android XR device |
| 3 | +parent: Test and experience overview |
| 4 | +nav_order: 2 |
| 5 | +--- |
| 6 | + |
| 7 | +# Deploy to an Android XR device |
| 8 | + |
| 9 | +This page describes how to deploy your Unity Project with MRTK3 onto an Android XR device. |
| 10 | + |
| 11 | +> [!NOTE] |
| 12 | +> For general Android XR and Unity information, see the [Android XR developer docs](https://developer.android.com/develop/xr/unity). |
| 13 | +
|
| 14 | +## Deployment Prerequisites |
| 15 | + |
| 16 | +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**. |
| 17 | + |
| 18 | + > [!NOTE] |
| 19 | + > If starting from the [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you. |
| 20 | +
|
| 21 | +1. Navigate to **File > Build Settings**. |
| 22 | + |
| 23 | +1. Under **Platform**, select **Android**. Switch the platform to **Android**, and wait for the operation to finish. |
| 24 | + |
| 25 | +1. Navigate to **Edit > Project Settings**. |
| 26 | + |
| 27 | +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. |
| 28 | + |
| 29 | +  |
| 30 | + |
| 31 | + > [!NOTE] |
| 32 | + > 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. |
| 33 | +
|
| 34 | +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: |
| 35 | + |
| 36 | + | Profile | MRTK | |
| 37 | + |---------|------| |
| 38 | + | Hand Interaction Profile | For articulated hand input | |
| 39 | + | Oculus Touch Controller Profile | For controller input | |
| 40 | + |
| 41 | +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: |
| 42 | + |
| 43 | + | Feature | MRTK | |
| 44 | + |---------|------| |
| 45 | + | Android XR: AR Session <br> Android XR: Hand Mesh Data | For rendering the system hand mesh | |
| 46 | + | Hand Tracking Subsystem | For rendering the articulated hand joints | |
| 47 | + |
| 48 | +  |
| 49 | + |
| 50 | + > [!NOTE] |
| 51 | + > You can enable additional features as needed, but in-scene support for them will come from other packages, like AR Foundation. |
| 52 | +
|
| 53 | +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. |
| 54 | + |
| 55 | +## Deploying to Device |
| 56 | + |
| 57 | +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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