Android XR SDK
| Android XR SDK | |
|---|---|
| Information | |
| Type | Software development kit |
| Industry | Extended reality software development |
| Developer | |
| Written In | Kotlin, Java |
| Operating System | Android XR |
| Supported Devices | Samsung Galaxy XR, Xreal Aura (fall 2026), Android XR Emulator |
| Release Date | December 12, 2024 (Developer Preview 1) |
| Website | https://developer.android.com/develop/xr |
Android XR SDK is Google's software development kit for building applications for Android XR, the Android platform for extended reality headsets and glasses. Google published the first developer preview on December 12, 2024, alongside the announcement of Android XR itself, and has since released three further developer previews: Developer Preview 2 on May 20, 2025, Developer Preview 3 on December 8, 2025 and Developer Preview 4 on May 19, 2026.[1][2][3][4]
The SDK is not a single package. Its core is the Jetpack XR SDK, a set of Kotlin libraries (Jetpack Compose for XR, Jetpack SceneCore, ARCore for Jetpack XR, Material Design for XR, and, since late 2025, Jetpack Compose Glimmer and Jetpack Projected) that extend ordinary Android app development to spatial and glasses form factors. Around those libraries sit tooling in Android Studio, including an Android XR emulator, and separate paths for the Unity, Unreal Engine and Godot engines, the OpenXR standard and WebXR in Chrome.[5][6]
As of September 2026 the SDK is still labeled Developer Preview 4, but its core libraries have moved past the alpha stage: Google announced beta releases of Jetpack SceneCore, ARCore for Jetpack XR and the XR Runtime on August 18, 2026, and release candidate builds (1.0.0-rc01) of all three followed on September 9, 2026. Jetpack Compose for XR remains in alpha.[7][8][9][10][11] The only Android XR device on sale is the Samsung Galaxy XR headset, released on October 21, 2025; Xreal's wired glasses, Xreal Aura, are scheduled for fall 2026.[12][13]
History
Developer Preview 1 (December 2024)
Google introduced the Android XR SDK Developer Preview on December 12, 2024, the day it announced Android XR. The first preview shipped the four original Jetpack XR libraries (Jetpack Compose for XR, Material Design for XR, Jetpack SceneCore and ARCore for Jetpack XR), an Android XR emulator and an Android XR project template in the Android Studio Meerkat preview, and an updated Layout Inspector for spatial UI. For engine developers, Google said Unity 6 integrated with Android XR through a Unity OpenXR: Android XR package and a companion Android XR Extensions for Unity package with a mouse interaction profile, environment blend mode, personalized hand mesh and object tracking. Android XR launched as an OpenXR 1.1 platform with vendor extensions for hand mesh, depth textures, light estimation and object trackables, and Chrome on Android XR supported WebXR.[1] Google also stated that most existing Android apps would run on Android XR through the Play Store without additional work.[1] The 1.0.0-alpha01 builds of Jetpack Compose for XR, ARCore for Jetpack XR and the XR Runtime carry the same December 12, 2024 date.[11][9][10]
Developer Preview 2 (May 2025)
Developer Preview 2 arrived on May 20, 2025. The Jetpack XR SDK gained playback of 180-degree and 360-degree video, including stereoscopic video encoded with MV-HEVC or with side-by-side view frames. Jetpack Compose for XR added a SubspaceModifier for sizing a subspace as a percentage of a device's recommended viewing size, Material Design for XR added overrides for TopAppBar, AlertDialog and ListDetailPaneScaffold, and ARCore for Jetpack XR added hand tracking with 26 posed hand joints. Unity's package moved to Pre-Release 2 with dynamic refresh rate, SpaceWarp support through Shader Graph and hand mesh occlusion, the emulator gained AMD GPU support and full integration into the Android Studio UI, and Firebase AI Logic for Unity entered public preview for calling Gemini models.[2] Road to VR's coverage of the release singled out the stereoscopic video support, the hand tracking joints and the Unity additions.[14] The same post said Samsung's Project Moohan headset would launch later in 2025, that Xreal's Project Aura would follow as a developer edition, and that a Google Play Store for XR would open later in 2025.[2]
Galaxy XR launch and Developer Preview 3 (October to December 2025)
The first Android XR device, the Samsung Galaxy XR, went on sale in the United States and South Korea on October 21, 2025.[12] On the same day Unity announced general availability of Android XR support in Unity 6 and named the Unity-built launch titles Google Maps XR, NFL Pro Era, and the Owlchemy Labs games Inside [JOB], Vacation Simulator, Job Simulator and Dimensional Doubleshift.[15]
Developer Preview 3 followed on December 8, 2025, announced during The Android Show: XR Edition.[16] Its main addition was support for glasses: the new Jetpack Projected library lets a phone app reach the sensors, speakers and displays of AI glasses, Jetpack Compose Glimmer supplies a UI toolkit for optical see-through displays, and an AI glasses emulator in Android Studio simulates touchpad and voice input. For headsets, SceneCore gained dynamic glTF loading from URIs, Widevine DRM in SurfaceEntity and sphere and hemisphere shapes for 360-degree and 180-degree video; Compose for XR gained a UserSubspace component, spatial animations and layout sizes expressed as fractions of the field of view; ARCore for Jetpack XR gained motion tracking and geospatial features for glasses, face tracking with 68 blendshape values, and eye tracking and depth maps on headsets. The Unity SDK added experimental scene meshing, QR and ArUco marker tracking, planar image tracking and body tracking, and a second emulator profile modeled on Project Aura-class wired glasses appeared. The release required Android Studio Canary (Otter 3, Canary 4 or later) and emulator 36.4.3 Canary or later.[3] Google's consumer-facing post from the same event said AI glasses built with Samsung, Gentle Monster and Warby Parker would arrive in 2026, and that Project Aura, with a 70-degree field of view, would get launch details in 2026.[17]
Developer Preview 4 and the road to beta (2026)
Developer Preview 4 was released on May 19, 2026. Google renamed its glasses categories (AI glasses became audio glasses, and display AI glasses became display glasses), added a Device Availability API and a ProjectedTestRule to Jetpack Projected, and gave Compose Glimmer Google Sans Flex typography and new Stacks and Title Chips components. For headsets and wired glasses, SceneCore added a GltfModelNode for custom materials and textures and an experimental Custom Meshes API, Compose for XR added native glTF rendering through SpatialGltfModel, and a preview Geospatial API for wired XR glasses promised location-anchored content in more than 87 countries. The same release made Unreal Engine and Godot officially supported engines and launched the Android XR Engine Hub.[4] A companion post from the OpenXR developer relations team detailed the engine work: Unity's OpenXR: Android XR package for the Unity 6.5 beta plus Android XR Extensions v1.3.1 with Spatial API support and a Fine Eye Poses feature; an Android XR vendor plugin for Unreal Engine targeting 5.6.1 in developer preview; Godot 4.6.2 and higher through the Godot OpenXR Vendors plugin 5.1; the Engine Hub, a Windows tool that streams hand tracking, eye gaze, passthrough and other perception data from a headset into an engine on the desktop; and a developer preview, for Unity, of the Android XR Interaction Framework (AXRIF).[18] Google also opened the Android XR Developer Catalyst Program, which gives selected developers early hardware access, support forums and launch guidance; 9to5Google reported that the application page opened the same day and that Xreal's glasses would go on sale before the end of 2026.[19][20]
On August 18, 2026, Google announced that Jetpack SceneCore, ARCore for Jetpack XR and the XR Runtime had reached beta at version 1.0.0-beta02, describing beta as the point at which the APIs are stabilizing and suitable for production work. The beta added Kotlin coroutines support and expanded testing support for spatial audio and XR devices, and renamed AnchorEntity to AnchorSpace, with ActivitySpace and AnchorSpace now sharing a SpaceEntity base class. Jetpack Compose for XR stayed at 1.0.0-alpha17.[7] The 1.0.0-rc01 release candidates of the three core libraries, and a 1.1.0-alpha01 build of the XR Runtime, appeared on September 9, 2026.[8][9][10]
| Milestone | Date | Main additions | Source |
|---|---|---|---|
| Developer Preview 1 | December 12, 2024 | Jetpack XR SDK (Compose for XR, Material Design for XR, SceneCore, ARCore for Jetpack XR), Android Studio Meerkat emulator and template, Unity 6 package, OpenXR 1.1, WebXR | [1] |
| Developer Preview 2 | May 20, 2025 | 180/360-degree stereoscopic video, SubspaceModifier, hand tracking (26 joints), Unity Pre-Release 2, emulator inside Android Studio | [2] |
| Developer Preview 3 | December 8, 2025 | Jetpack Projected, Jetpack Compose Glimmer, AI glasses emulator, glTF via URI, Widevine DRM, face and eye tracking, XR glasses emulator | [3] |
| Developer Preview 4 | May 19, 2026 | Audio and display glasses naming, Device Availability API, SpatialGltfModel, Custom Meshes, Geospatial API preview for wired glasses, official Unreal Engine and Godot support, Engine Hub | [4] |
| Core libraries beta | August 18, 2026 | SceneCore, ARCore for Jetpack XR and XR Runtime at 1.0.0-beta02; Kotlin coroutines; AnchorEntity renamed AnchorSpace | [7] |
| Core libraries release candidate | September 9, 2026 | SceneCore, ARCore for Jetpack XR and XR Runtime at 1.0.0-rc01 | [8][9][10] |
Components
Jetpack XR SDK
The Jetpack XR SDK is the native path for Android XR. Google's documentation lists six libraries, each aimed at particular device classes, plus an underlying XR Runtime that manages sessions and device lifecycles.[6][7]
Jetpack Compose for XR extends Jetpack Compose with "subspace" composables such as spatial panels and orbiters, spatial rows and columns, and a SceneCoreEntity composable for placing 3D models relative to UI; it targets XR headsets and wired XR glasses.[6] Its first alpha, released with Developer Preview 1, introduced Subspace, SpatialPanel, Orbiter and Volume; the Volume API was later removed in 1.0.0-alpha09 (December 2025), and the SpatialGltfModel API for rendering glTF assets was added in 1.0.0-alpha13 (May 2026) and marked experimental in 1.0.0-alpha17.[11] Material Design for XR provides Material components and layouts that adapt to XR automatically.[6] Jetpack SceneCore is the lower-level scene graph library for placing entities (panels, 3D models, spatial audio sources, environments) and attaching components such as movable, resizable and anchored behaviors.[6] ARCore for Jetpack XR supplies perception: motion tracking, persistent anchors, hit testing and plane detection with semantic labels such as floor, wall and tabletop. Unlike the original ARCore for phones, it is built on OpenXR and runs only on Android XR.[6] Later alphas added hand tracking, an ArDevice and RenderViewpoint API, geospatial and Visual Positioning System availability checks, a TiltGesture API, a QrCode marker-tracking API and an ArCoreTestRule for tests.[9]
The two glasses libraries arrived in late 2025. Jetpack Compose Glimmer (androidx.xr.glimmer, first alpha November 5, 2025) is a design language and component set for display glasses, with simplified color palettes, legibility-focused typography, outline focus states instead of ripples, and components including Text, Icon, Button and TitleChip; it handles taps, swipes and voice input.[6][21] Jetpack Projected (androidx.xr.projected, first alpha October 22, 2025) targets audio glasses and display glasses, and lets a phone app obtain a projected device context for glasses hardware such as the camera, request permissions, and query device and display capabilities.[6][22]
The following table gives the state of each library as published in the AndroidX release notes on September 9, 2026.
| Library | Artifact | Device classes | First release | Latest version (September 2026) | Source |
|---|---|---|---|---|---|
| Jetpack Compose for XR | androidx.xr.compose:compose | XR headsets, wired XR glasses | 1.0.0-alpha01, December 12, 2024 | 1.0.0-alpha17, August 12, 2026 | [11] |
| Jetpack SceneCore | androidx.xr.scenecore:scenecore | XR headsets, wired XR glasses | December 2024 (Developer Preview 1); earliest release note 1.0.0-alpha02, February 12, 2025 | 1.0.0-rc01, September 9, 2026 | [8][1] |
| ARCore for Jetpack XR | androidx.xr.arcore:arcore | XR headsets, wired XR glasses, audio glasses, display glasses | 1.0.0-alpha01, December 12, 2024 | 1.0.0-rc01, September 9, 2026 | [9] |
| XR Runtime | androidx.xr.runtime:runtime | Session and lifecycle layer | 1.0.0-alpha01, December 12, 2024 | 1.0.0-rc01 and 1.1.0-alpha01, September 9, 2026 | [10] |
| Jetpack Compose Glimmer | androidx.xr.glimmer:glimmer | Display glasses | 1.0.0-alpha01, November 5, 2025 | 1.0.0-alpha19, September 9, 2026 | [21] |
| Jetpack Projected | androidx.xr.projected:projected | Audio glasses, display glasses | 1.0.0-alpha01, October 22, 2025 | 1.0.0-alpha12, September 9, 2026 | [22] |
Google's documentation names Kotlin and Jetpack Compose as the primary languages and toolkits, with Java and Views as secondary options. 3D assets are supplied as glTF or GLB files.[6][5]
Android Studio and the Android XR emulator
Android XR tooling ships in the Canary channel of Android Studio; Google's setup guide states that other channels "might not include Android XR tools".[23] The Android XR emulator provides virtual devices for four form factors: XR headsets (a fully immersive virtual space), wired XR glasses (optical see-through with a wide field of view), audio glasses and display glasses. On macOS the headset and glasses images need macOS 13.3 or later on Apple Silicon with at least 16 GB of memory; on Windows they need Windows 11, a 9th-generation Intel or Ryzen 1000-series CPU or later, 16 GB of RAM, an NVIDIA GeForce 10-series or AMD Radeon RX 5000-series GPU or later with 8 GB of VRAM, and VMX extensions enabled in the BIOS. The emulator is meant for Android Studio apps and does not run Unity or OpenXR apps.[24][5] Android Studio also includes a Layout Inspector for spatial UI and an Android XR project template.[1] In June 2026 Google added a "display glasses skill" for its Android command-line tooling, published on GitHub, that generates Compose Glimmer UI following Google's design patterns.[19]
Unity
Unity was the first engine with Android XR support, included from Developer Preview 1.[1] Android XR support requires Unity 6 (version 6000.0 or later); the Unity OpenXR: Android XR package (com.unity.xr.androidxr-openxr) provides most platform features through OpenXR and AR Foundation, and Google's separate Android XR Extensions for Unity, distributed on GitHub, adds vendor-specific features.[25][26] Google recommends the Universal Render Pipeline and Vulkan on Android XR, which it describes as a Vulkan-first platform.[25][26] Documented features include hand tracking and hand mesh, face tracking with confidence regions, eye gaze interaction (requiring the EYE_TRACKING_FINE permission), passthrough and passthrough composition layers, plane detection, object tracking, spatial, plane and persistent anchors, environment depth occlusion, eye-tracked foveated rendering, SpaceWarp, composition layers, environment blend modes and a geospatial feature for the Visual Positioning System. Input profiles cover hands, eye gaze, 6DoF controllers via the Oculus Touch profile, mouse, palm pose and keyboard.[25]
The package changelog records experimental 0.x builds through 2024 and early 2025, a 1.0.0 release on June 30, 2025, 1.2.0 on December 22, 2025, 1.3.0 on April 6, 2026, 1.3.1 on May 7, 2026 and 1.3.2 on August 26, 2026.[27] The 1.3.2 package manual lists AR Foundation 6.4, the OpenXR Plug-in 1.17 and XR Hands 1.7 as its dependencies.[28] On June 16, 2026 Unity announced support for wired XR glasses, its first for a glasses form factor, built on Unity 6.5: a Spatial Entities package for plane detection, anchors, marker tracking and persistent spatial state, single-APK deployment across Galaxy XR and Xreal Aura, SpaceWarp motion vectors for uGUI and TextMeshPro, dimming control, trackpad input from the Aura puck, and an XR Hand Capture tool for recording gesture assets.[29]
Unreal Engine and Godot
Unreal Engine support became official with Developer Preview 4. Google's documentation targets Unreal Engine 5 and provides an Android XR OpenXR plugin for tracking and perception extensions plus an Android XR Extensions for Unreal package, at version 1.0.0, for hand mesh data and hardware-specific optimizations. Documented capabilities include scene meshing, trackables, object tracking, raycast, hand and eye tracking, face tracking, device anchor persistence, light estimation, passthrough camera state, depth texture and marker tracking.[30][18]
Godot support comes through the community-maintained Godot OpenXR Vendors plugin, which wraps the XR_ANDROID extensions (device anchor persistence, raycast, trackables, object tracking, scene meshing, face and eye tracking, passthrough camera state, depth texture, light estimation, performance metrics and an unbounded reference space) on top of Godot 4's built-in OpenXR hand tracking; projects need a minimum Android SDK of 34. Google's May 2026 post named Godot 4.6.2 or higher with Vendors plugin 5.1 and credited a partnership with the Godot Foundation and W4 Games.[31][18]
OpenXR and WebXR
Android XR is an OpenXR 1.1 conformant platform, and every engine path above is built on OpenXR plus Google's XR_ANDROID vendor extensions; Google's developer site lists OpenXR directly as a supported route for engines and custom runtimes.[1][5] Chrome on Android XR implements the WebXR standard, with depth maps exposed to web content from the first developer preview.[1]
Supported devices
| Device | Maker | Form factor | Status (September 2026) | Source |
|---|---|---|---|---|
| Samsung Galaxy XR | Samsung | XR headset (Qualcomm Snapdragon XR2+ Gen 2) | On sale since October 21, 2025 in the US and South Korea; the only shipping Android XR device | [12][7] |
| Xreal Aura (Project Aura) | Xreal | Wired XR glasses, 70-degree field of view | Announced for fall 2026 at a price of no more than US$1,500 before tax; reservations open; developer units through the Catalyst Program | [13][32][20] |
| Audio glasses and display glasses | Samsung, Gentle Monster, Warby Parker (announced partners) | Glasses | Announced for 2026; no product on sale as of September 2026; SDK support via Jetpack Projected and Compose Glimmer | [17][4] |
| Android XR Emulator | Virtual headset, wired glasses, audio glasses, display glasses | Available in Android Studio Canary | [24][5] |
Google's beta announcement in August 2026 told developers to build for the Galaxy XR or the emulator, reflecting that the headset was still the only hardware on sale.[7] Xreal said in June 2026 that more than 100 applications built specifically for XR were in development for Aura, and 9to5Google listed titles including Project Hail Mary: Journey Among the Stars and Fallout: Factions among the announced software.[13][32]
Adoption
At the Galaxy XR launch, several existing VR games were available on Android XR, including Walkabout Mini Golf, Synth Riders, Arizona Sunshine Remake and Arizona Sunshine 2, while 2D Android apps such as Netflix came through the Play Store.[12] Owlchemy Labs chief executive Andrew Eiche said in Unity's launch announcement that the studio brought "some of our biggest games to Android XR in about a week".[15]
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Matthew McCullough (2024-12-12). "Introducing Android XR SDK Developer Preview". Android Developers Blog. Google. https://android-developers.googleblog.com/2024/12/introducing-android-xr-sdk-developer-preview.html. Retrieved 2026-09-20.
- ↑ 2.0 2.1 2.2 2.3 Matthew McCullough (2025-05-20). "Updates to the Android XR SDK: Introducing Developer Preview 2". Android Developers Blog. Google. https://android-developers.googleblog.com/2025/05/updates-to-android-xr-sdk-developer-preview.html. Retrieved 2026-09-20.
- ↑ 3.0 3.1 3.2 Matthew McCullough (2025-12-08). "Build for AI Glasses with the Android XR SDK Developer Preview 3 and unlock new features for immersive experiences". Android Developers Blog. Google. https://android-developers.googleblog.com/2025/12/build-for-ai-glasses-with-android-xr.html. Retrieved 2026-09-20.
- ↑ 4.0 4.1 4.2 4.3 Stevan Silva and Amy Zeppenfeld (2026-05-19). "Updates to the Android XR SDK: Introducing Developer Preview 4". Android Developers Blog. Google. https://android-developers.googleblog.com/2026/05/android-xr-sdk-developer-preview-4-updates.html. Retrieved 2026-09-20.
- ↑ 5.0 5.1 5.2 5.3 5.4 "Develop for Android XR". Android Developers. Google. https://developer.android.com/develop/xr. Retrieved 2026-09-20.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 "Develop with the Jetpack XR SDK". Android Developers. Google. https://developer.android.com/develop/xr/jetpack-xr-sdk. Retrieved 2026-09-20.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Amy Zeppenfeld, Greg Underwood and Yasmine Evjen (2026-08-18). "Jetpack XR SDK core libraries reach beta: The next milestone for Android XR". Android Developers Blog. Google. https://android-developers.googleblog.com/2026/08/jetpack-xr-sdk-core-libraries-beta.html. Retrieved 2026-09-20.
- ↑ 8.0 8.1 8.2 8.3 "XR SceneCore - Jetpack release notes". Android Developers. Google. https://developer.android.com/jetpack/androidx/releases/xr-scenecore. Retrieved 2026-09-20.
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 "XR ARCore - Jetpack release notes". Android Developers. Google. https://developer.android.com/jetpack/androidx/releases/xr-arcore. Retrieved 2026-09-20.
- ↑ 10.0 10.1 10.2 10.3 10.4 "XR Runtime - Jetpack release notes". Android Developers. Google. https://developer.android.com/jetpack/androidx/releases/xr-runtime. Retrieved 2026-09-20.
- ↑ 11.0 11.1 11.2 11.3 "XR Compose - Jetpack release notes". Android Developers. Google. https://developer.android.com/jetpack/androidx/releases/xr-compose. Retrieved 2026-09-20.
- ↑ 12.0 12.1 12.2 12.3 David Heaney (2025-10-21). "Samsung Galaxy XR With Android XR Out Now For $1800, Controllers $250". UploadVR. https://www.uploadvr.com/samsung-galaxy-xr-google-android-xr-out-now/. Retrieved 2026-09-20.
- ↑ 13.0 13.1 13.2 Scott Hayden (2026-06-17). "XREAL AURA AR Glasses Get Fall Release Window, $1,500 Price Ceiling". Road to VR. https://roadtovr.com/xreal-aura-release-date-price-1500/. Retrieved 2026-09-20.
- ↑ Scott Hayden (2025-05-22). "Google Releases Updated Preview of Android XR Development Tools". Road to VR. https://roadtovr.com/google-updated-android-xr-developer-preview-2-release/. Retrieved 2026-09-20.
- ↑ 15.0 15.1 "Unity Powers Launch Titles for Samsung's Galaxy XR And Accelerates the Android XR Ecosystem". Unity Technologies. 2025-10-21. https://investors.unity.com/news/news-details/2025/Unity-Powers-Launch-Titles-for-Samsungs-Galaxy-XR-And-Accelerates-the-Android-XR-Ecosystem/. Retrieved 2026-09-20.
- ↑ Matthew McCullough (2025-12-08). "Start building for glasses, new devices for Android XR and more in The Android Show - XR Edition". Android Developers Blog. Google. https://android-developers.googleblog.com/2025/12/start-building-for-glasses-new-devices.html. Retrieved 2026-09-20.
- ↑ 17.0 17.1 Shahram Izadi (2025-12-08). "The Android Show: New features for Galaxy XR and a look at future devices". The Keyword. Google. https://blog.google/products/android/android-show-xr-edition-updates/. Retrieved 2026-09-20.
- ↑ 18.0 18.1 18.2 Luke Hopkins and Ryan Bartley (2026-05-19). "Android XR Updates for Unity, Unreal, and Godot". Android Developers Blog. Google. https://android-developers.googleblog.com/2026/05/android-xr-updates-unity-unreal-godot.html. Retrieved 2026-09-20.
- ↑ 19.0 19.1 Stevan Silva and Vinny DaSilva (2026-06-15). "What's New in Android XR: Tooling, Engine Support, and Ecosystem Updates". Android Developers Blog. Google. https://android-developers.googleblog.com/2026/06/what-is-new-android-xr.html. Retrieved 2026-09-20.
- ↑ 20.0 20.1 Ben Schoon (2026-05-19). "XREAL's Android XR glasses will launch before the end of 2026, early access for devs". 9to5Google. https://9to5google.com/2026/05/19/xreal-project-aura-android-xr-developers-2026-launch/. Retrieved 2026-09-20.
- ↑ 21.0 21.1 "XR Glimmer - Jetpack release notes". Android Developers. Google. https://developer.android.com/jetpack/androidx/releases/xr-glimmer. Retrieved 2026-09-20.
- ↑ 22.0 22.1 "XR Projected - Jetpack release notes". Android Developers. Google. https://developer.android.com/jetpack/androidx/releases/xr-projected. Retrieved 2026-09-20.
- ↑ "Install and configure Android Studio for XR development". Android Developers. Google. https://developer.android.com/develop/xr/jetpack-xr-sdk/get-studio. Retrieved 2026-09-20.
- ↑ 24.0 24.1 "Create virtual XR headset and XR glasses devices". Android Developers. Google. https://developer.android.com/develop/xr/jetpack-xr-sdk/run/create-avds/xr-headsets-glasses. Retrieved 2026-09-20.
- ↑ 25.0 25.1 25.2 "Develop with Unity for Android XR". Android Developers. Google. https://developer.android.com/develop/xr/unity. Retrieved 2026-09-20.
- ↑ 26.0 26.1 Luke Hopkins (2025-10-23). "Getting started with Unity and Android XR". Android Developers Blog. Google. https://developer.android.com/blog/posts/getting-started-with-unity-and-android-xr. Retrieved 2026-09-20.
- ↑ "Changelog - Unity OpenXR Android XR 1.3.2". Unity Documentation. Unity Technologies. 2026-08-26. https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html. Retrieved 2026-09-20.
- ↑ "Unity OpenXR: Android XR 1.3.2 - Package manual". Unity Documentation. Unity Technologies. https://docs.unity3d.com/Packages/[email protected]/manual/index.html. Retrieved 2026-09-20.
- ↑ Leah Martin (2026-06-16). "Unity announces support for XREAL AURA". Unity Blog. Unity Technologies. https://unity.com/blog/unity-android-xr-wired-glasses-support. Retrieved 2026-09-20.
- ↑ "Develop with Unreal Engine for Android XR". Android Developers. Google. https://developer.android.com/develop/xr/unreal. Retrieved 2026-09-20.
- ↑ "Develop with Godot for Android XR". Android Developers. Google. https://developer.android.com/develop/xr/godot. Retrieved 2026-09-20.
- ↑ 32.0 32.1 Ben Schoon (2026-06-16). "XREAL Aura Android XR glasses launch 'this fall' with $99 reserve". 9to5Google. https://9to5google.com/2026/06/16/xreal-aura-android-xr-reservations-games/. Retrieved 2026-09-20.