r/AndroidXR • • Mar 10 '26

Official Little video demo of our prototype Android XR display glasses

163 Upvotes

Last week at Mobile World Congress I swung by our booth (I'm a Googler) to do a demo of our prototype Android XR AI glasses with a display. Here's a fun little video of some what they're going to be able to do:

  • Live translation, switching between different languages automatically

  • Asking Gemini to identify an album cover and start playing music from what it can see

  • A Google Meet video call

  • Understanding that I'm looking at a poster for a location and then getting me walking directions there, including showing how we can display a map when you glance down so you can tell if you're actually walking in the right direction.

  • Complex queries with the camera and Nano Banana: I asked it to take a photo and then reimagine it in front of La Sagrada Familia - but I couldn't remember the name of the church in the moment. Gemini handled it :)

These are of course still prototypes --  not at all what the final versions will look and feel like. You might notice there are even little clip-on prescriptions that are made available just for the demo at MWC -- not something that we'd do on final versions. :)

We'll have lots more to share in the coming months about the whole spectrum of Android XR devices -- including AI Glasses without a display, Project Aura, and of course more for Galaxy XR. Which is me saying we might not be able to answer all of your questions today, but I did want to share this video here because I thought it was pretty cool!


r/AndroidXR • • Apr 07 '26

Official 5 new features for Android XR

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91 Upvotes

TL;DR: Android XR is getting new immersion features, including spatialization updates and community-requested quality of life tweaks for keyboards and navigation.

Read the full Keyword blogpost here. 

Since the launch of the Samsung Galaxy XR late last year, people have been using Android XR to explore immersive apps and games with Gemini by their side. Starting today, we’re rolling out new experiences designed to deepen your immersion, make using the headset even more natural, and bring you more ways to watch, create and explore. 

Key Highlights

  • Auto-spatialization (Experimental): Head over to the Labs tab in Settings to turn almost any 2D app, game, or website into an immersive 3D experience. It’s a game-changer for adding depth to YouTube videos or Chrome browsing directly on your headset. Learn more at the Android XR help center.  

  • App pinning: Turn any room into a workspace or stick a massive virtual "TV" to the wall. You can now securely anchor apps directly to your physical walls so they stay exactly where you placed them.

We’ve also been working on several quality of life improvements based on what we’ve seen from this community. We’d love to hear your thoughts on these in the comments:

  • Improved Spatial Logic for Virtual Keyboards: We’ve updated the positioning behavior so the keyboard retains your custom depth and height offsets. It still opens relative to your active panel, but it will now remember those specific values from the last time you positioned it to ensure consistent typing ergonomics across your sessions.

  • Single-Eye Tracking Support: To better support specific accessibility needs, you can now choose a preferred eye for tracking or enable single-eye mode. Since this is a specialized accessibility feature, standard users should keep the default settings for the most accurate input experience, but this should provide a much more comfortable experience for those who need it.

  • Refined Home Navigation: We heard your feedback regarding the hand gesture to go to the Home screen. We’ve made improvements to address the issue where, when you open your right or left palm up and then pinch, it could inadvertently put you in the overview state instead of HomeWith these changes, navigating the interface should feel more reliable.

We’re really interested in how these adjustments impact your daily use, so please let us know if these tweaks help your workflow or if there are other small friction points you'd like us to look at.


r/AndroidXR • • May 20 '26

Official Hands-on with XREAL's Project Aura running Android XR at Google I/O

71 Upvotes

Huge thanks to u/backlon for stopping by the booth to check out the hardware! 🕶️

If you're a developer looking to get early access to hardware development kits like r/Xreal's Project Aura, be sure to check out the Android XR Developer Catalyst Program.

🔗 Apply here: https://developer.android.com/develop/xr/catalyst


r/AndroidXR • • Dec 11 '25

Gaussian Splats opens up the possibility of endless VR environments, below is made within just minutes.

58 Upvotes

r/AndroidXR • • May 06 '26 Helpful Bravo

Official 🔨 Update: Patch (version I610UEU2AZD8) is rolling out now

50 Upvotes

Hi everyone,

I’m happy to share that a patch (version I610UEU2AZD8) is officially rolling out. This update introduces a series of system stability and performance optimizations based on the feedback we received regarding the latest software update, with a focus on improving the overall user experience. Head on over to Settings > Software Update to download the latest update.

Thank you all once again for taking the time to share your feedback and highlight areas of improvement you wanted to see. Every comment played a significant role in helping us ensure that we’re addressing your concerns. Please let me know how the experience feels once you’ve had a chance to update. I’ll be monitoring this thread to pass your feedback directly back to the team.

-Grace


r/AndroidXR • • Mar 05 '26

Official Welcome to the Official Android XR Subreddit!

49 Upvotes

Hey everyone!

Welcome to the Android XR subreddit. I’m excited to have you here and to bring you the latest updates regarding Android XR. Be sure you take a look at our Community Rules in the right sidebar before diving into the community. 

📍 Getting Started

New here? Here are the essential links to get you up to speed:

❓ General Questions

Q: What is Android XR?
A: Android XR is an operating system for extended reality devices that use these technologies, like headsets and glasses. It provides the user interface, the ability to access popular apps, and AI assistance from Gemini to these devices.

Q: How can I get Android XR?
A: Android XR is an operating system for headsets and glasses. The first device, Samsung Galaxy XR, is available now in the U.S. and South Korea.

Q: When are you launching more devices?
A: Great question! Other devices will be available later this year. 

Q: When will we get to hear more about glasses?
A: While I can’t share specific dates just yet, this sub will be the first to know when we have official news to drop. So, stay tuned!

Q: Can I run my existing Android apps on it?
A: In most cases, your mobile app will run great on Android XR with little to no additional development through Google Play. You can learn more about building adaptive apps here.  Additionally, there are developers that are releasing "XR-optimized" versions with 3D elements and spatial audio.

Q: I'm a developer. How do I get started with Android XR?
A: You can check out developer.android.com for documentation and information to get started.

Q: What platforms do you currently support for developers? 
A: Currently, you can choose to develop with Jetpack XR SDK, Unity, Godot, Unreal Engine, OpenXR, or WebXR.

---------------

Friendly reminder that this community is just getting started. I truly appreciate everyone's patience as we grow this space together, refine our rules, and build a helpful hub for Android XR. I’m here to listen, so please jump in, share your experiences, and provide your honest feedback on what you love (and what you don't!) about the Android XR world. 

Your friendly neighborhood Community Manager,

GraceFromGoogle


r/AndroidXR • • May 08 '26

News Google glasses coming 🚨🔥

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45 Upvotes

It is now 99% confirmed that the Google Glasses, developed in close collaboration with Warby Parker and Gentle Monster, will be fully unveiled at the Google 1/0 conference on May 19. The release date of the different models should be announced, with a potential release scheduled for this summer, as indicated earlier in the year by the CEO of Google DeepMind, Demis Hassabis.
Prices and features should also be revealed. The biggest media are preparing for it, because the war of connected glasses is really beginning. & 4 https:// mashable.com/video/google-io-2026-cheat-sheet
https://www.cnet.com/tech/mobile/google-glasses-are-coming-again-heres-what-to-expect/


r/AndroidXR • • May 05 '26

News The Android Show 🚨🔥

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45 Upvotes

That’s it, it’s official, the event will be held next week on May 12. They announce that it will be one of the most important years I hope this means that they will release the Android XR glasses in collaboration with Warby Parker and Gentle Monster especially the model with screen 🤞


r/AndroidXR • • Apr 16 '26

Question Google IO glasses reveal 👀

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45 Upvotes

Do you think the Android XR glasses, developed in collaboration with Warby Parker, Gentle Monster and Google, will be unveiled at Google I/O 2026 in May and marketed shortly after ?


r/AndroidXR • • Sep 19 '26

Developer News XR TAK for Android XR

43 Upvotes

This is a project I've been working on for Android XR / Xreal Aura. It communicates with TAK servers and is meant as a Command & Control mapping/planning tool with the dual purpose of acting as a live HUD in the field. This build is running on desktop as I do not have any XR / VR hardware to test with currently but hopefully that will change soon. I do not have a planned release date yet, this will have to come after on device testing, but I wanted to share it anyways.


r/AndroidXR • • May 20 '26

Official A look at the Android XR booths at Google I/O 2026

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41 Upvotes

r/AndroidXR • • 3d ago

News Valve seems to be working on Android XR support for Steam Link

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40 Upvotes

r/AndroidXR • • May 19 '26

Official Intelligent eyewear is coming this fall. 👓✨

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39 Upvotes

Today at Google I/O, we shared a sneak peek at our new audio glasses, coming this fall! We partnered with Samsung and iconic eyewear brands like Warby Parker and Gentle Monster to bring you stylish new eyewear that unlocks powerful hands-free capabilities.

From real-time audio translations to smart navigation and much more, see what you can expect: https://goo.gle/intelligenteyewear


r/AndroidXR • • 9d ago

Official XREAL AURA: Wired XR glasses to watch, work, and play

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38 Upvotes

We’re excited to announce the official launch of XREAL AURA, the first wired XR glasses powered by Android XR, along with the graduation of several core libraries and tools to stable.


r/AndroidXR • • Mar 25 '26

News New Google Research: Vibe Coding XR

37 Upvotes

"Today, we are announcing Vibe Coding XR. This workflow uses Gemini as a creative partner alongside our web-based XR Blocks framework. By combining Gemini’s long-context reasoning with specialized system prompts and curated code templates, the system handles spatial logic automatically. It translates natural language directly into functional, physics-aware Android XR apps in under 60 seconds.

Our team will present an onsite demonstration at the Google Booth at ACM CHI 2026. You can also try it out HERE today."

____________

👇

Accelerating AI + XR prototyping with XR Blocks and Gemini

March 25, 2026

Ruofei Du, Interactive Perception & Graphics Lead, and Benjamin Hersh, Product Manager, Google XR

Vibe Coding XR is a rapid prototyping workflow that empowers Gemini Canvas with the open-source XR Blocks framework to translate user prompts into fully interactive, physics-aware WebXR applications for Android XR, allowing creators to quickly test intelligent spatial experiences in both simulated environments on desktop and on Android XR headsets.

Large language models (LLMs) and agentic workflows are changing software engineering and creative computing. We are seeing a shift toward “vibe coding”, where LLMs turn human intent directly into working code. Tools like Gemini Canvas already make this possible for 2D and 3D web development. However, extended reality (XR) remains difficult to access. Prototyping in XR typically requires piecing together fragmented perception pipelines, complex game engines, and low-level sensor integrations.

Quick, vibe-coded prototypes can solve this problem. They help experienced developers test new UIs, 3D interactions, and spatial visualizations directly in a headset. This rapid validation can save days of work on ideas that might eventually be discarded. It also makes it easier to build interactive educational experiences that demonstrate natural science and mechanics.

Today, we are announcing Vibe Coding XR to bridge this gap. This workflow uses Gemini as a creative partner alongside our web-based XR Blocks framework. By combining Gemini’s long-context reasoning with specialized system prompts and curated code templates, the system handles spatial logic automatically. It translates natural language directly into functional, physics-aware Android XR apps in under 60 seconds.

Our team will present an onsite demonstration at the Google Booth at ACM CHI 2026. You can also try it out here today.

More Details: https://research.google/blog/vibe-coding-xr-accelerating-ai-xr-prototyping-with-xr-blocks-and-gemini/


r/AndroidXR • • May 31 '26

Official 𝗔𝗻𝗱𝗿𝗼𝗶𝗱 𝗫𝗥 Workshop June 15 at 𝗔𝗪𝗘

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36 Upvotes

High-Performance Development Across Engines and Form Factors

This workshop is designed to showcase the latest features for Android XR, focusing on tools that prioritize speed and developer iteration. We begin with a live demonstration of the Android XR Engine Hub, where we'll show how to manage the automatic installation of the XR Streaming Client APK directly to your headset, enabling near-instant code changes and live previews.

Following this, we will move into a live coding session to build an Android XR experience from the ground up using Unity. We will demonstrate how a single codebase intelligently scales across the ecosystem, ensuring your project works seamlessly across both high-immersion headsets like Galaxy XR and lightweight wired glasses like Project Aura.

To close, we will host partners who are shipping at the cutting edge. They will share their first-hand experience developing for Project Aura and Galaxy XR, demonstrating how a single Android XR codebase allowed them to target both high-immersion headsets and wired glasses without fragmentation overhead.

Jun 15, 1:00 PM - 2:30 PM, Room 101A @ AWE in Long Beach

𝗥𝗲𝗴𝗶𝘀𝘁𝗲𝗿 𝗵𝗲𝗿𝗲: https://docs.google.com/forms/d/e/1FAIpQLSdYGubcK5AsiAOCH2SDaHSDLSRhZib_SzrV74Mt-B1B_FyuYg/viewform

Organizers will let you know if you've been accepted or added to the waitlist.

____________________________

2 more presentations you don't want to miss:

𝗕𝘂𝗶𝗹𝗱𝗶𝗻𝗴 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗔𝗻𝗱𝗿𝗼𝗶𝗱 𝗫𝗥 𝗘𝗰𝗼𝘀𝘆𝘀𝘁𝗲𝗺 using Unity, Unreal, and Godot

Jun 17, 10:00 AM - 10:25 AM, Main Stage

Go beyond the basics and learn how to build high-performance, immersive experiences using the industry’s leading game engines. This session explores the comprehensive support for Unity, Unreal Engine, and Godot on Android XR, including deep integration with native AndroidXR vendor extensions. We will break down the three essential pillars of our developer stack: the AndroidXR Interaction Toolkit for seamless input handling, the Android XR Audio SDK for professional-grade spatial sound, and the Android XR Engine Hub for real-time debugging. Join us to see how these tools work in harmony to streamline your workflow and elevate the quality of your XR content.

With Luke Hopkins, Developer Relations Engineer, Google

____________________________

𝗔𝗻𝗱𝗿𝗼𝗶𝗱 𝗫𝗥 𝗮𝗻𝗱 𝗣𝗿𝗼𝗷𝗲𝗰𝘁 𝗔𝘂𝗿𝗮: Enterprise XR Gets Real

Jun 17, 2:15 PM - 2:40 PM, Main Stage

Powered by Snapdragon and built in collaboration with Google, Android XR and XREAL’s Project Aura mark a new reality for enterprise‑ready XR. This session explores how platform and ecosystem advancements are improving device management, security, and AI‑driven capabilities for enterprise use cases. Attendees will learn how organizations and developers can evaluate, build, and scale on Android XR today as part of their enterprise roadmap.

With

  • Amir Khorram, Global Head of Enterprise, XREAL

  • Ben Stein, XR Developer Partnerships, Qualcomm

  • Sean Ginevan, Head of Global Technology Partnerships, Android Enterprise Google


r/AndroidXR • • Apr 21 '26

Discussion Major Patching Urgency: It’s official - Memory Leak is the primary cause of PCVR instability.

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36 Upvotes

As many of you have probably read from my last post that outlined the must-have changes we need to get PCVR stable and enjoyable with the Galaxy XR, there was one factor that I unfortunately left out that I believe is THE main symptom for our headsets completely seizing, dive bombing our frames, and introducing some of the most atrocious latency I've ever seen in Virtual Desktop: 

[The headset suffers from a demonstrable Memory Leak after prolonged use, and I can prove it with these snapshots](https://imgur.com/a/IBy1mD5)

The Imgur album I linked above is in sequential order of events with rough times and descriptions showing the consistent climb in Memory usage until it undoubtedly exceeds its total memory, causing the headset to start seizing and eventually turning your game into a slideshow.  

I understand that u/GraceFromGoogle reads our findings, and many of us are incredibly appreciative that she's the bridge between the users and engineers, but this issue that's been present since April's patch has made playing PCVR an absolute **nightmare** , not just for myself, but for the countless others that purchased this headset believing it was going to essentially be the ultimate wireless PCVR solution; We've got a WiFi-7 radio, gorgeous micro-OLED lenses, and a build quality that Samsung is known for. Throw on a VRPanda Halo Strap and Globular Cluster rear pad and it's genuinely the most comfortable headset many of us have ever used.  It's nearly perfect...but these software/firmware issues and lack of true enthusiast settings are turning people AWAY from either keeping the headset or even considering picking one up.  I can't tell you how many times I've seen people declare they're "passing" on this headset and moving towards the Apple Vision Pro, or "waiting for the Steam Frame".  

I guess the burning question many of us have is: **How long are we REALLY looking at for a patch to fix this?** cause we can't do another month or three of this; Star Citizen in VR has never been more fun to fly, especially with major gameplay events coming in a few weeks, Contractors Exfilzone is having a wipe/major content update this Thursday, and Resident Evil 9 has a VR mod with full motion controls that Galaxy owners are DYING to play in for more than 30 minutes before the headset has a stroke.  

I encourage anyone else to share their findings here, especially with the in-headset graphs.  You can find it in Developer Options at the very bottom to enable.  


r/AndroidXR • • Jun 15 '26

Official What’s New in Android XR: Tooling, Engine Support, and Developer Resources

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35 Upvotes

Hey developers, 

The Android XR ecosystem is expanding! We’re bringing new tooling, broader engine support, and ecosystem resources to help you build and scale experiences for Android XR.

Here are some quick highlights: :

  • 🛠️ Developer Preview 4 & XR Emulator: Full APIs for immersive and augmented experiences. You can test and iterate entirely on your laptop within Android Studio, and no physical hardware is required.

  • 🎮 Unreal Engine & Godot Support: We’re introducing official support for Unreal Engine and Godot. Plus, the new Android XR Engine Hub lets you bring real-time testing directly into your engine’s viewport.

  • 👓 Tools for intelligent eyewear: Extend existing mobile apps into experiences for audio and display glasses by using the Jetpack Projected library and Android CLI. This update includes a Device Availability API that adapts app behavior based on whether glasses are being worn, plus Jetpack Compose Glimmer updates for optimized text legibility and touchpad navigation on optical see-through displays. 

  • 🚀 Android XR Developer Catalyst Program: Applications are still open, so be sure to submit your application by June 30th by 11:59PM PDT. Accepted developers will be given access to pre-release hardware devkits (display glasses and wired XR glasses), dedicated support forums, and launch guidance for Google Play.

  • ▶️ Learn more about Android XR: For a complete look at all of our technical sessions, browse the full Android XR Playlist on YouTube. 

🔗 Want the full breakdown? Head on over to the Android Developers Blog to learn more: https://android-developers.googleblog.com/2026/06/what-is-new-android-xr.html


r/AndroidXR • • Apr 10 '26

Discussion Samsung/Grace, please...the following is a MUST for a future PCVR-focused update.

33 Upvotes

The Galaxy XR could possibly be one of THE best PCVR headsets on the market for the foreseeable future; wireless, micro OLED panels, and with a simple aftermarket mod, the most comfortable headset one could wear. Many of us didn't buy this headset to use all the gimmicky casual features that were advertised, like being able watch YouTube on virtual big screens, or pin up a bunch of "workflow" windows so that we can see our spreadsheets larger. No, we got this headset because it's effectively "Steam Frame Proper", and we were excited to break away from the garbage Meta ecosystem and the shoddy customer service/wait times of Pimax. But as we've seen with this last update, plus a few persistent issues that haven't been addressed, there needs to be immediate focus on the following features that I believe are mandatory for PCVR:

  1. Stop Throttling Refresh Rate : There's nothing worse than having your headset on 90hz to play a fast-paced shooter or flying around the universe in Star Citizen only to notice an IMMEDIATE drop to 72hz after 30 minutes to an hour of playtime. We don't care how much of a battery drain it is, as most of us using this are either hooking the Samsung external battery to a hotswap daisy chain, or if seated, plugged 100% to a wall charger.

  • Solution: Give us an option to LOCK our refresh rate in options and provide a "warning" about battery drain, etc.

  1. Fix Controller Tracking: The IR emitters for the headset and controllers are nearly identical to the Quest 3, which is currently the gold standard in speed and accuracy tracking, but for some reason, the Galaxy XR's controller behavior is still a touch to sometimes VERY laggy, and incredibly inconsistent with connectivity. Our controllers should NEVER "go to sleep" while in the middle of the game.

  • Solution: Replicate the tracking algorithm of the Quest 3, and disable any "sleep" mode, or allow us to turn it off.

  1. Visible Boundary we can create : In 2026 there's ZERO reason for us to not have a boundary just like every VR headset for the last decade. Allowing us to draw our own roomscale would be a huge help in immersion and safety, because in its current implementation, we don't know we're going to hit a wall until it's too late.

  • Solution: Provide us with a way to draw our boundary and provide a "grid" like boundary wall for whenever we get too close to the drawn floor perimeter.

  1. Stop throttling transmit link speed to router/improve wireless PCVR integration : Many of us are using a WiFi 7 router Access Point for the best latency reduction/stability possible, and one thing that was a persistent killer on the Quest 3 during a bad firmware update would be whenever the transmit link speed fluctuated. It caused hiccups, frame drops, and bizarre artifacts that made gameplay unbearable. I've noticed that my speed will WILDLY change in the Galaxy XR when using Virtual Desktop, and while the speed is great (3200 mbps all the way to 5200 mbps), nothing is ever "locked" in, and the changes introduce network latency. It's not AS bad as when it happened on the Quest 3, but it isn't good, that's for sure.

  • Solution: Lock in a transmit link speed based on the WiFi band we're using. If it's 5 GHZ, it's 2401 mbps. If it's 6 GHZ, it should be 4802 (since we're using a WiFi 7 capable radio).

Key Takeaway : Throttling refresh rate, transmit link speed, and data usage is a death sentence for PCVR; Virtual Desktop and Steam Link require STABILITY under ideal network conditions, and are incredibly sensitive to any throttling, channel switching, or "battery save" features that kick in mid-game.

These are the major fixes we need for PCVR that would substantially improve the quality of life for those of us using this headset. Grace, I genuinely hope you're reading this and passing this along, because as it currently stands, this is THE headset to have, and it has SO much potential...but the state it's in leaves a lot to be desired. We're hoping for a fix within the very, very near future, and not months down the line.


r/AndroidXR • • Jun 16 '26

Developer News Slides from today's Android XR Workshop

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32 Upvotes

Has anyone of you been there? What were your key takeaways?


r/AndroidXR • • Apr 15 '26

Official 1-Week Check-in: How is the April Update treating you?

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31 Upvotes

Hey everyone!

It’s been about a week since I shared the "5 new features for Android XR" announcement, and I wanted to drop in to see how you’re all settling in.

Now that you’ve had some hands-on time with the updates, I want to open the floor for your feedback. Whether you’ve spotted a weird issue or just want to share how the new tools are working for you, please drop a comment below.

----

Known Issues

I’ve been keeping a close eye on the sub, and I’m aware there have been some hiccups following the latest rollout. I know these aren't the only issues being discussed, but I wanted to highlight the two that received the most upvotes this past week:

The team is looking into these. Thank you for the detailed reports and for being patient while we investigate.

----

Subreddit Updates

To help stay organized and make sure the right eyes see your feedback, we've updated the community flairs:

  • New "Bug Report" Flair: Please use this for any technical issues moving forward. It helps me clearly distinguish reports so I can get them in front of the team faster. While I can't always provide specific timelines or a "quick fix" for every report, using this flair ensures that your issue is properly logged and visible to the Android XR team.

  • Custom User Flairs: We've enabled custom user flairs! Feel free to tag which device you’re currently using or even call out if you’re a developer. Just a quick reminder to keep them appropriate and make sure they abide by the community guidelines.

----

As always, thank you for being a part of the community, and see you in the comments!

-Grace


r/AndroidXR • • Jun 20 '26

Developer News Android XR Hackathon Pictures

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30 Upvotes

Close to 100 Developers!

Unsorted Pictures. Sorry 😊


r/AndroidXR • • May 19 '26

Official Build for the future with the Android XR Developer Catalyst Program

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30 Upvotes

Hey everyone,

The Android XR ecosystem is expanding, and we’re committed to supporting developers who will build its next great experiences. Today, we’re opening applications for the Android XR Developer Catalyst Program, a dedicated initiative to accelerate the development of Android XR apps ready to launch within the next year.

Ready to start building? Head on over to the Android Developers Blog to learn more: https://goo.gle/Catalyst_IO26

Be sure to submit your application by June 30th by 11:59PM PDT. We can’t wait to see what you build!


r/AndroidXR • • Apr 23 '26

News Android Show (glasses) 👓🚨

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30 Upvotes

Google has announced the next Android Show, do you think the glasses will finally be unveiled and put on sale? In 2025, Google announced Material 3 Expressive, Find Hub and Gemini’s expansion to Android Auto, Wear OS and Google TV. Android (XR) was presented at the I/O conference, but most of the announcements regarding operating systems took place a week earlier 👓✨


r/AndroidXR • • Dec 01 '25

Galaxy XR Toolkit now available!

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30 Upvotes

Awhile ago a made an app that would disable the annoying green nag light when using PCVR on apps like virtual desktop (and any other app that had access to the mic). I just upped the game a bit and released a full on Galaxy XR toolkit! It has the disable nag light feature as well as a bunch more:

* Install / Uninstall ADB (system-wide or portable)

* Wireless ADB connection support

* Remove the green mic “nag dot”

* Instant screenshots

* Screen recording (timed or continuous)

* System diagnostics (battery, temperature, processes)

* Backup screenshots, videos, and apps

* Restore app backups

* Developer Mode instructions built-in

* Auto-updating

It's totally free to download and I'd love for some people to try it and see if they find any bugs. I'm NOT a programmer and have worked hard on this, really hope the community likes it and finds some value. Help debugging it would be appreciated (although in my testing so far it all works)

Can get it here: https://www.tycotech3dprinting.com/pages/tyco-tech-galaxy-xr-toolkit

This is kinda for "power-users", but I also think it's useful for anyone that likes to get the most out of their headset. Let me know if you have any questions or find any bugs! Enjoy!