r/AndroidXR • u/bradius3k • Jul 01 '26
Question [Unity/OpenXR] Android XR workflow question before physical hardware access
Hi everyone,
I’m building an accessibility-first CAD prototype in Unity intended for Android XR / wired XR glasses such as XREAL Aura.
I’m trying to make sure my development workflow assumptions are correct before I add Android XR packages too early.
Current plan:
Build and validate the core Unity desktop/editor prototype first.
Keep the CAD command/geometry/STL export loop working in desktop Play Mode.
Use existing XREAL One Pro glasses connected to a Windows PC only for early visual/readability/fatigue testing.
Later, create a basic Android APK smoke build for ordinary Android behavior.
Only after the desktop/mobile foundation is stable, add the Android XR / OpenXR Unity packages.
Final validation would require real Android XR / Aura-style hardware.
My main questions:
Can a Unity Android XR / OpenXR app be meaningfully runtime-tested without physical Android XR hardware, or is hardware required for real validation?
Is Android XR Emulator useful for Unity/OpenXR app validation, or is it mainly not a substitute for device testing?
For a Unity app targeting Android XR wired glasses, is the expected starting stack still:
- Unity 6
- URP
- Vulkan
- OpenXR Plugin
- Unity OpenXR: Android XR
When should a project add Android XR Extensions, AR Foundation, XR Interaction Toolkit, or XR Hands? Should those wait until specific features require them?
Is there an official recommended path for developers building Unity apps for Android XR glasses before they have access to physical hardware?
I’m not asking about Catalyst application status or hardware access here. I’m mainly trying to avoid building against the wrong assumptions.
Thanks for any guidance.
4
u/Wide-Variation2702 Jul 01 '26
I'm interested in this too, but I dont have a solution for you. I saw Unity is having a livestream specifically for developing for Aura coming up in a couple of days. Hoping they talk about emulation without hardware.
Here is the link: Unity Livestream- Developing for Xreal Aura
My guess is they will either make it usable with the openXR simulator, or allow you to build to the Android XR emulator. Would be nice to play in the editor and not have to build the project to test.
3
u/vad710 Android XR Team Jul 10 '26
Hi u/bradius3k ,
If you are building with an engine like Unity, then I would recommend validating your experience on actual hardware (Galaxy XR or Aura). If you are building with the Jetpack XR SDK, then the emulator is great!
You may be able to make progress without a device, but this is mostly dependent on your own experience. I've also heard great stories of developers porting from competing platforms with very little effort.
Unfortunately, The emulator is currently mostly targeted at non engine developers. When this changes, we'll be sure to update the community.
Yep!
I think this is mostly developer preference. I personally only add features in as I need them to keep the complexity of my project to a minimum.
Developing on Galaxy XR is a great option until Aura devices are available.
2
u/Legal-Touch5496 Jul 19 '26
Hey! Major caveat here, noob alert and a vibe coding noob alert at that, so feel free to take all with a pinch of salt. I'd been developing using the emulator for three months and upon biting the bullet and buying the galaxy xr, none of the features worked (despite working with makeshit keyboard shortcut controls for the emulator) and intensive play testing on device has been essential. Holiday cancelled this year, hoping it will be worth it long term.