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XR: start here

First-run path and navigation for input, movement, extensions and platforms.

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The XR section covers project preparation, input, tracked objects and device output. Start with a minimal working rig, then add required features. An SDK class does not establish that a particular headset or runtime supports the feature.

First OpenXR run

TaskGuideResult
Understand the conceptsXR terminologyDistinguish runtime, interface, pose, tracker and actions
Configure project and rigOpenXR setupCorrect settings, origin, camera and two hands
Handle failure and focusStartup controllerA complete C# script and explicit failure reasons
Connect game actionsAction mapSet, action and separate device bindings
Check readiness and continueAfter the first runDevice checks and the next task to tackle

Without a headset, you can check resource structure, map persistence and startup failure handling. Tracking, stereo output, actual input, runtime focus and movement comfort require device testing. A synthetic handler call does not replace a real XR-session event.

Movement and interaction

  • Room scale: physical space and user movement.
  • XR locomotion: game movement layered on tracking.
  • XR Tools: separate tools whose package contents and compatibility must be checked.

Additional features

Required featureSection
Show physical surroundingsAR and passthrough
Track hands without controllersHand tracking
Obtain body dataBody tracking
Use device modelsRender models
Work with spatial entitiesSpatial entities
Configure composition layersComposition layers

Extensions require runtime support and project configuration; adding a resource to a level does not enable them automatically.

Graphics and settings

Target platforms and other interfaces

These are different integration paths. Check that the required module or extension exists in your build and supports the intended renderer and platform. A chapter does not mean a third-party package is already installed.

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