AR Glasses & HMDs: Unity Development

I’ve got a project I developed in Unity that would be great with AR glasses like the Snap Spectacles or the Meta Orion glasses. As far as I can tell, neither of these can use apps developed in Unity. Spectacles uses Snap OS, and the Orion is using some custom OS.

So I am wondering about a few things:

  1. Since Meta Quest works with Unity, is there a good chance the Orion would have Unity integration later? I know it’s a long wait, but maybe it would be worth developing for Quest if I could transfer to Orion later.
  2. Are there any other glasses available now, or soon, that will have Unity integration?

Glasses need to have 6DOF, color binocular lenses with a decent FOV, image tracking, and some level of shared experience between 2 users would be a bonus, but not critical.

Xreal Ultra / Air is an option. Demo recording I shared recently showing 6 DOF, hand tracking of a demo app made with Unity and their SDK - 6DOF Halloween themed Mixed Reality experience with Xreal Light.

Thanks, I will take a closer look. I am worried that the lenses are too dark. I’ll didn’t mention it, but ideally I would like to have a clear lens. But I will see if I can find a good review of how things look through them; it may be acceptable.

Hey thanks for sharing! This would work on Air (non-ultra) with 3DOF and not 6DOF right? Also, no hand tracking?

Yeah, I wonder if the Meta production Orion will have a similar workflow for Quest, so a 3 might do good for the next year or so until you could land a dev kit. Otherwise, the aforementioned Xreal Ultra. However, was just looking at them myself and saw they are not OpenXR compatible, which kinda sucks.

Meta CTO explains why porting games from Quest to AR glasses won’t be easy.

Interesting. I was worried they would say it might be impossible because it was running on a different OS, but this makes it at least feasible. Currently, my app only does AR on mobile, so I am still working out how to operate it with AR glasses and hand tracking. So I will keep his input in mind as I proceed. Thanks for the info.

Just was confused about how did you able to run AR app? And also I want to explore AR tech in the future.

My app is developed in Unity and uses AR Foundation to access the AR features of an Android phone. It was originally just a Windows app, and then I added a scene for the AR. When the application loads, it detects if it is running on an Android device with the requirements needed to run AR. If the requirements are met, it can open the AR scene. Otherwise, it only runs the standard application scenes.