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Add Android XR docs
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docs/mrtk3-overview/getting-started/setting-up/setup-new-project.md

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Once imported, MRTK3 requires some configuration on OpenXR if you're targeting a specific XR device. Refer to the instructions on the following pages for platform-specific guidance.
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- [Deploy to a Quest device](../../test-and-deploy/quest-deployment.md#deployment-prerequisites)
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- [Deploy to HoloLens 2](../../test-and-deploy/hololens2-deployment.md#deployment-prerequisites)
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- [Deploy to an Android XR device](../../test-and-deploy/android-xr-deployment.md)
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- [Deploy to a Quest device](../../test-and-deploy/quest-deployment.md)
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- [Deploy to HoloLens 2](../../test-and-deploy/hololens2-deployment.md)
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### 6. Congratulations, the project setup is now finished
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---
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title: Deploy to an Android XR device
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parent: Test and experience overview
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nav_order: 2
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---
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# Deploy to an Android XR device
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This page describes how to deploy your Unity Project with MRTK3 onto an Android XR device.
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> [!NOTE]
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> For general Android XR and Unity information, see the [Android XR developer docs](https://developer.android.com/develop/xr/unity).
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## Deployment Prerequisites
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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**.
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> [!NOTE]
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> If starting from the [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.
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1. Navigate to **File > Build Settings**.
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1. Under **Platform**, select **Android**. Switch the platform to **Android**, and wait for the operation to finish.
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1. Navigate to **Edit > Project Settings**.
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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.
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![Android XR Plug-in Management window](../images/android-xr-plug-in-management.png)
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> [!NOTE]
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> 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.
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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:
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| Profile | MRTK |
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|---------|------|
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| Hand Interaction Profile | For articulated hand input |
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| Oculus Touch Controller Profile | For controller input |
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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:
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| Feature | MRTK |
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|---------|------|
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| Android XR: AR Session <br> Android XR: Hand Mesh Data | For rendering the system hand mesh |
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| Hand Tracking Subsystem | For rendering the articulated hand joints |
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![Android XR OpenXR](../images/android-xr-openxr.png)
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> [!NOTE]
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> You can enable additional features as needed, but in-scene support for them will come from other packages, like AR Foundation.
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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.
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## Deploying to Device
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1. After you have the project configured, proceed to [build and run the Unity Project](https://docs.unity3d.com/Manual/xr-run.html).

docs/mrtk3-overview/test-and-deploy/hololens2-deployment.md

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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 HoloLens**.
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> [!NOTE]
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> If starting from our [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.
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> If starting from the [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.
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1. Navigate to **File > Build Settings**.
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[![UWP XR Plug-in Management window](../images/uwp-xr-plug-in-management.png)](../images/uwp-xr-plug-in-management.png)
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> [!NOTE]
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> 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.
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> 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.
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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:
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docs/mrtk3-overview/test-and-deploy/overview.md

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- [In-editor input simulation](../../mrtk3-input/packages/input/input-simulation.md)
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- Easily preview your app without any XR device attached. Control the user's head, hands, and hand gestures with traditional WASD controls.
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- [Stream to a device](streaming.md)
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- [Stream to a device](./streaming.md)
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- These solutions allow you to run the app locally in the Unity editor in Play Mode and stream the experience to your device. All inputs from your device are sent to the PC, where the content is then rendered in a virtual immersive view. We highly recommend this solution for instant iteration and for showcasing prototypes
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## Build and deploy
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The following guides will walk you through building and running your application on a device.
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- [HoloLens 2](hololens2-deployment.md)
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- [Quest Devices](quest-deployment.md)
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- [Deploy to an Android XR device](./android-xr-deployment.md)
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- [Deploy to a Quest device](./quest-deployment.md)
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- [Deploy to HoloLens 2](./hololens2-deployment.md)
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If you've deployed a build to your target device of choice, you can debug the build as it runs on device with [Managed debugging](https://learn.microsoft.com/windows/mixed-reality/develop/unity/managed-debugging-with-unity-il2cpp).

docs/mrtk3-overview/test-and-deploy/quest-deployment.md

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1. Ensure that [developer mode](https://developer.oculus.com/documentation/native/android/mobile-device-setup/#enable-developer-mode) is enabled on your device (you may need to [join a developer team](https://developers.meta.com/horizon/documentation/native/android/mobile-device-setup/#joining-or-creating-a-team) first). Installing the Oculus ADB Drivers is optional.
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1. Add MRTK to your project and ensure that 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 Quest device**. You may ignore project settings instructions regarding the UWP platform.
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1. Add MRTK to your project and ensure that 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 Quest device**.
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> [!NOTE]
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> If starting from our [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.
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> If starting from the [template project](../getting-started/setting-up/setup-template.md), these project settings should already be configured for you.
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1. Navigate to **File > Build Settings**.
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![Android XR Plug-in Management window](../images/android-xr-plug-in-management.png)
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> [!NOTE]
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> 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.
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> 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.
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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:
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| Profile | MRTK |
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|---------|------|
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| Oculus Touch Controller Profile | For controller input |
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| Hand Interaction Profile | For articulated hand input |
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| Oculus Touch Controller Profile | For controller input |
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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:
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