{"id":147029,"date":"2026-05-19T20:38:54","date_gmt":"2026-05-19T20:38:54","guid":{"rendered":"https:\/\/christiancorner.us\/index.php\/2026\/05\/19\/android-xr-update-for-unity-unreal-and-godot\/"},"modified":"2026-05-19T20:40:32","modified_gmt":"2026-05-19T20:40:32","slug":"android-xr-update-for-unity-unreal-and-godot","status":"publish","type":"post","link":"https:\/\/christiancorner.us\/index.php\/2026\/05\/19\/android-xr-update-for-unity-unreal-and-godot\/","title":{"rendered":"Android XR update for Unity, Unreal and Godot"},"content":{"rendered":"<p>\n<\/p>\n<div>\n<meta content=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEh9sRZp34Nz9OvtdjQgkUqBOCiB7snnY3tG2Q5zJUokTcmW8uY0lcpDP3oE23kXFlnxzLW2HkraebaXMENlUJ5s6-YabMq7_U7XT_hOhHbIfCJBuqD1SZm-l4Mi7lJ9sTSwa7httwdtvf1iYJHCIHwYV7UOZdiHME8DXGoCGZ3ocyx31WRtWPCtuA_rDdc\/s2048\/GoogleForDevelopers-AndroidCombo3-StrapiMetacard-2048x1323%20(1).png\" style=\"clear: right; float: right; margin-bottom: 1em; margin-left: 1em;\"\/><\/p>\n<div>\n<p><i>Posted by Luke Hopkins, Android Developer Relations Engineer for OpenXR and Ryan Bartley, Android XR Product Manager<\/i><\/p>\n<\/div>\n<div class=\"separator\" style=\"clear: both; text-align: center;\"><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhXNALkAWpqYWv2OThv_drVHbPQCX7f0fYfiMip7aRBL6ASb878EyoGtsZ7WZwuzdCYfHsPWuEqqQ6-3WI3XFFX41PByg4WgXZ7UrOGD6rE9eId6EN61X6NnlppLotFTDgPkX1uqYVoLrac9h4Zj06lNRLO4YRMK3vcO8h6-03MKIlc5pGZxfJ4UtbuWUA\/s4209\/GoogleForDevelopers-AndroidCombo3-Blogger-4209x1253.png\" style=\"clear: left; float: left; margin-bottom: 1em; margin-right: 1em;\"><img decoding=\"async\" border=\"0\" data-original-height=\"1253\" data-original-width=\"4209\" src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhXNALkAWpqYWv2OThv_drVHbPQCX7f0fYfiMip7aRBL6ASb878EyoGtsZ7WZwuzdCYfHsPWuEqqQ6-3WI3XFFX41PByg4WgXZ7UrOGD6rE9eId6EN61X6NnlppLotFTDgPkX1uqYVoLrac9h4Zj06lNRLO4YRMK3vcO8h6-03MKIlc5pGZxfJ4UtbuWUA\/s16000\/GoogleForDevelopers-AndroidCombo3-Blogger-4209x1253.png\"\/><\/a><\/div>\n<p>Today, we&#8217;re excited to announce that official support <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.unrealengine.com\/\">unreal engine<\/a> And <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/godotengine.org\/\">Godot<\/a> Has arrived for Android XR. Along with these engine enhancements, we&#8217;re also launching new tools designed to increase your productivity and enable new XR capabilities: <b>Android XR Engine Hub <\/b>and this <b>Android XR Interaction Framework<\/b>.<\/p>\n<h2>Android XR Engine Hub<\/h2>\n<p> <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/developer.android.com\/xr\/engine-hub\">Android XR Engine Hub<\/a> Currently available for Windows and your Mission Control for development. It integrates your workflow in Unity, Unreal Engine, and Godot by acting as a high-speed bridge that streams device-created perception data directly from your device to the engine of your choice.<\/p>\n<div class=\"separator\" style=\"clear: both; text-align: center;\"><img decoding=\"async\" border=\"0\" src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEivaoLNBD-WKlpnJ-r_cc-z0yaYWtr_CVmZfooRh9ebapUQU_WE0sHgjtzuaMODb185rZbCSJANKsd67XC9-2yTKh_hF-ET7DfDcmPb45NwNOCsOzTnYK1Mm_pyANcctuMgl8M6_6d8Mk0iRC9j0qQGr5KMzPOJ87FFrdLnyMT7oH38BcyjPuEwXOxLdEA\/w640-h348\/DirectPreview_Low.gif\"\/><\/div>\n<h3>Real-time streaming via OpenXR<\/h3>\n<p>The Hub bridges the gap between desktop power and mobile sensor data. To see how your app reacts to the world, rather than requiring a full build, the Hub <b>OpenXR streams extension<\/b> Right from the physical Android XR device to your Windows machine.<\/p>\n<p>This means you can iterate over complex interactions in &#8220;Play Mode&#8221; while still receiving live, high-fidelity data from the headset&#8217;s sensors. Without this streaming capability, testing minor changes to eye-tracking or spatial mapping will require full APK export and installation.<\/p>\n<p>The Hub enables low-latency testing for the following streamed extensions:<\/p>\n<p><strong>Core and Interaction Support<\/strong><\/p>\n<ul>\n<li><b>XR_EXT_Hand_Tracking and Hand_Interaction<\/b>: Streams 26-point hand mesh and combined data for instant interaction testing.<\/li>\n<li><b>XR_EXT_eye_gaze_interaction<\/b>: Virtualizes i-Gauge data to test UI and foveated logic on your PC.<\/li>\n<li><b>XR_EXT_palm_pose and XR_EXT_uuid<\/b>: Real-time accurate tracking and continuous object ID streaming.<\/li>\n<\/ul>\n<p><strong>Android XR Vendor Extension<\/strong><\/p>\n<ul>\n<li><b>eye and face tracking<\/b> (<code>XR_ANDROID<\/code>): Stream expressive avatar data to your editor to refine social presence without creation.<\/li>\n<li><b>Passthrough and Trackables<\/b>: Access live environmental understanding \u2013 such as aircraft detection and hit testing \u2013 directly within the engine&#8217;s viewport.<\/li>\n<\/ul>\n<p>By virtualizing the device&#8217;s hardware capabilities and streaming them over a low-latency desktop bridge, the Android XR Engine Hub allows game engine developers to iterate quickly.<\/p>\n<p><strong>Download Hub:<\/strong><br \/><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/developer.android.com\/xr\/engine-hub\">Get Android XR Engine Hub for Windows<\/a><br \/><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/developer.android.com\/xr\/direct-preview\">Learn more about Live Preview<\/a><\/p>\n<h2>Expanding game engine support<\/h2>\n<p>Through our commitments to OpenXR standards, we&#8217;re ensuring that whether you&#8217;re an experienced studio or indie developer, you have best-in-class tools to help you bring your creative vision to life.<\/p>\n<h3>unreal engine<\/h3>\n<p>Unreal Engine support now available in developer preview, targeting <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.unrealengine.com\/download\"><b>version 5.6.1<\/b><\/a>. This integration is built directly using OpenXR with support for AndroidXR vendor specific APIs <b><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/github.com\/android-xr\/android-xr-unreal-vendor-plugin\">Android XR Vendor Plugin for Unreal<\/a><\/b>You can access platform-specific extensions for advanced hand tracking, face tracking, and scene understanding (like plane detection and depth) using Unreal Blueprints or C++ support.<\/p>\n<div class=\"separator\" style=\"clear: both; text-align: center;\"><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEgjyLLvLGZ-MHvGKsl5wdT0f_8YyLCQnZr9DbvQY98usskyY6yP8zE1aWh_1NtpFQNXVNu9k6ZymYRsfnuD2Kirp_CDa77T7NnQKQpFZ2dV-E7Llpe0UlhJ_H8_v1IiGruftqXseYBR2O9o9PHNGSgPZ-hcs5UTaKcxhmnIFcRoySbmMp_uPpjwphAWotk\/s1124\/ue5_1-02-ue-project-creation.png\" style=\"clear: left; float: left; margin-bottom: 1em; margin-right: 1em;\"><img decoding=\"async\" border=\"0\" data-original-height=\"748\" data-original-width=\"1124\" src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEgjyLLvLGZ-MHvGKsl5wdT0f_8YyLCQnZr9DbvQY98usskyY6yP8zE1aWh_1NtpFQNXVNu9k6ZymYRsfnuD2Kirp_CDa77T7NnQKQpFZ2dV-E7Llpe0UlhJ_H8_v1IiGruftqXseYBR2O9o9PHNGSgPZ-hcs5UTaKcxhmnIFcRoySbmMp_uPpjwphAWotk\/s16000\/ue5_1-02-ue-project-creation.png\"\/><\/a><\/div>\n<p><strong>Start with Unreal:<\/strong><\/p>\n<h3>Godot<\/h3>\n<p>in partnership with <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/godot.foundation\/\">Godot Foundation<\/a> And <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.w4games.com\/\">W4 Games<\/a>We&#8217;re bringing official Godot support to Android XR for Godot 4.6.2 and higher.<\/p>\n<p>We&#8217;re already seeing incredible speed from W4 as they have experiences like <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/play.google.com\/store\/apps\/details?id=as.may.moat\">Chasm<\/a> And <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/play.google.com\/store\/apps\/details?id=com.snopekgames.gwj81\">Campaign for Blobotopia<\/a> Those are already live on Google Play, proving that Godot is ready for production-grade spatial experiences today.<\/p>\n<p>To unlock the full potential of the platform, use <b><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/github.com\/GodotVR\/godot_openxr_vendors\/tree\/master\/plugin\">Godot OpenXR Vendors Plugin 5.1<\/a><\/b>Which provides essential Android XR vendor extensions for features like <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/github.com\/GodotVR\/godot_openxr_vendors\/tree\/c8f4c9fd38c10cec1b3dddc76229587fb2ed21c4\/samples\/androidxr-scenemeshing-sample\">visual mesh<\/a>, <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/github.com\/GodotVR\/godot_openxr_vendors\/blob\/c8f4c9fd38c10cec1b3dddc76229587fb2ed21c4\/samples\/androidxr-dynamic-resolution-sample\/main.gd#L22\">dynamic resolution<\/a>, <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/github.com\/GodotVR\/godot_openxr_vendors\/blob\/c8f4c9fd38c10cec1b3dddc76229587fb2ed21c4\/samples\/androidxr-dynamic-resolution-sample\/main.gd#L22\">light projections<\/a> And many more. We are collaborating with Godot to optimize the OpenXR implementation for the Android XR power profile and input standards.<\/p>\n<p><strong>Get started with Godot:<\/strong><\/p>\n<h3>Unity<\/h3>\n<p>Unity OpenXR: The Android XR 1.13 package is now available for Unity 6.5 beta. Unity has expanded application spacewarp support to include both UGUI and TextMeshPro. Keep an eye out for the general release of Unity 6.5 and more platform enhancements coming this summer.<\/p>\n<p><b>Android XR Extension for Unity v1.3.1<\/b><\/p>\n<p>Everything you need for comprehensive platform integration is available in our latest <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/github.com\/android\/android-xr-unity-package\/releases\/tag\/v1.3.0\">Android XR extension released<\/a>: :<\/p>\n<ul>\n<li>Spatial API Support: Now You Can Manage It <code>android.software.xr.api.SPATIAL<\/code> Manifest tags make it easier than ever to define your app&#8217;s spatial API requirements and target levels, directly through XRSessionFeature settings.<\/li>\n<li>Fine Eye Face Tracking: A new Fine Eye Pose feature provides high-precision eye poses <code>TryGetFineEyePoses<\/code> Extension method.<\/li>\n<li>Direct Preview Support: The Android XR streaming feature enables direct preview support within the Unity Editor&#8217;s Playmode (Windows only).<\/li>\n<\/ul>\n<p>Comment: <code>Android XR (Extensions): Hand Mesh<\/code> has been removed; You should now use the integrated hand mesh data <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.xr.androidxr-openxr@1.2\/manual\/features\/hand-mesh-data.html\">extension package<\/a>.<\/p>\n<h2>Android XR Interaction Framework for Unity<\/h2>\n<p>The Android XR Interaction Framework (AXRIF) is now available in developer preview. AXRIF is a flexible, opinionated input toolkit that abstracts the complex logic required to create interfaces that simulate Android XR system interactions.<\/p>\n<p>Instead of focusing on UI visuals, AXRIF prioritizes the underlying mechanics of the Android XR user experience. At its core is the same transition manager that powers the system&#8217;s rich multimodal input, enabling state switching between 6DoF controllers, 3D mouse, hand tracking, and eye gaze. By leveraging this framework, developers can significantly reduce the implementation burden required to bring the full complement of Android XR&#8217;s robust interactions to their apps.<\/p>\n<p>At launch, the framework offers three main capabilities:<\/p>\n<ul>\n<li>Automatic multimodal input transitions: The framework manages the state machine to switch between input modalities. For example, when a user moves from gazing to directly touching an object, it handles the transition logic, simplifying simultaneous support for hands, controllers, and mice.<\/li>\n<li>Gaze-Assisted Gesture Interaction: AXRIF combines gaze vector targeting with hand gesture recognition (such as pinch-to-select) for precise distance interaction, matching the system&#8217;s default behavior.<\/li>\n<li>Physics-based 2D UI Interaction: The framework maps high-fidelity hand tracking to 2D plane interactions, enabling intuitive poke and swipe gestures on floating panels while respecting physical boundary constraints.<\/li>\n<\/ul>\n<p>By adopting AXRIF, your app inherits the platform&#8217;s native interaction model, ensuring that your app is consistent with the rest of the OS.<\/p>\n<p><strong>Explore the toolkit:<\/strong><br \/><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/developer.android.com\/xr\/axrif\">Interaction Framework Documentation<\/a><br \/><a rel=\"nofollow noopener\" target=\"_blank\" href=\"http:\/\/github.com\/android-xr\/android-xr-interaction-framework-unity-package\">Download Unity Package<\/a> <\/p>\n<h2>Get started today:<\/h2>\n<p>There&#8217;s never been a better time to dive into the development of Android XR. With support for Unity, Unreal, and Godot, the platform is ready for your creative vision, no matter which engine you call home. Explore our official engine partners to get started:<\/p>\n<div>Check out this announcement and all the Google I\/O 2026 updates <span style=\"display: none;\"\/><a rel=\"noopener nofollow noreferrer\" target=\"_blank\" href=\"https:\/\/io.google\/2026\/?utm_source=blogpost&amp;utm_medium=pr&amp;utm_campaign=devblogs&amp;utm_content=\">io.google<span style=\"display: none;\"\/><\/a>.<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Posted by Luke Hopkins, Android Developer Relations Engineer for OpenXR and Ryan Bartley, Android XR Product Manager Today, we&#8217;re excited to announce that official support unreal engine And Godot Has arrived for Android XR. Along with these engine enhancements, we&#8217;re also launching new tools designed to increase your productivity and enable new XR capabilities: Android<\/p>\n","protected":false},"author":1,"featured_media":147030,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[58],"tags":[1601,32129,731,32128,1914],"class_list":["post-147029","post","type-post","status-publish","format-standard","has-post-thumbnail","category-devotionals","tag-android","tag-godot","tag-unity","tag-unreal","tag-update"],"_links":{"self":[{"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/posts\/147029","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/comments?post=147029"}],"version-history":[{"count":1,"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/posts\/147029\/revisions"}],"predecessor-version":[{"id":147031,"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/posts\/147029\/revisions\/147031"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/media\/147030"}],"wp:attachment":[{"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/media?parent=147029"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/categories?post=147029"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/christiancorner.us\/index.php\/wp-json\/wp\/v2\/tags?post=147029"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}