The
XR
An umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices.
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Origin
serves as the center of tracking space in an XR
scene
A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces.
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.
An
XR Origin
is a set of
GameObjects
The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it.
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and components that work together to transform XR tracking data into the scene world space.
The following topics discuss the XR Origin and how to use it in your project:
XR tracking space
Describes the relationship between the
XR Origin
, the device tracking space and the Unity scene.
XR Origin configurations
Describes the different
XR Origin
configurations available in Unity.
XR tracking space
XR devices choose an origin point in the real world at initialization. The positions and orientations of all tracked entities, such as the user’s headset or hand-held device, XR controllers, hands, and physical objects detected around the user, are reported relative to this chosen point.
Note:
The criteria for choosing the initial origin varies by platform. Typically, a device chooses a point at or directly below the user’s HMD (VR) or hand-held device (AR).
If you used the tracking data directly in your scene, the user would appear to be standing at the scene origin point (0, 0 ,0). To make the user appear at a different location in the scene, you need to transform the tracking data to the desired position and orientation. Unity provides the
XR Origin
to do this automatically. Many Unity XR features, including those provided by
AR Foundation
and the
XR Interaction Toolkit
, require an
XR Origin
in the scene. You can choose from a variety of
XR Origin configurations
to suit your project.
To position the XR tracking space in a Unity scene, add an
XR Origin
GameObject at the location where you want the user to appear when the scene starts. For example, to place the user at the scene origin, place the
XR Origin
GameObject there. You can rotate the
XR Origin
around its y axis to face the user in the desired starting direction.
The
XR Origin
contains GameObjects representing tracked entities as children within its hierarchy. For example, the user’s headset or hand-held device is represented by the
Camera
A component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture.
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GameObject. Because they are children, the tracking data controlling the positions and rotations of these GameObjects is automatically transformed into world space relative to the
XR Origin
. When the user moves in the real world, these child GameObjects move relative to the
XR Origin
in the scene.
By using the
XR Origin
(
A
) as the parent for transforming tracking data, the tracking origin and the Unity scene origin (
B
) can be in different places and orientations.
The parent
XR Origin
GameObject doesn’t move when the user walks around the scene. However, you can move the
XR Origin
with a script to allow the user to teleport or navigate around the scene via controller input.
XR Origin configurations
The Unity XR packages provide several
XR Origin
configurations tailored for different types of XR applications. You can use the
GameObject > XR
menu to add an
XR Origin
to the current Scene. The available options depend on which packages you have added to your project.
Important:
You should never have more than one active
XR Origin
in a scene. If you need different configurations of the
XR Origin
in a scene for different purposes, only enable one at the same time.
VR
Virtual Reality
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,
MR
Mixed Reality
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Glossary
XR Rig
Convert Main Camera To XR Rig
XR Legacy Input Helpers
(installed with the XR Plug-in Management package)
Replaces the standard Camera in a basic Unity Scene. The logic used to replace the main camera can fail in complex scenes. Unity removes this option when you install the XR Interaction Tools package. The
XR Rig
GameObject created by this menu option is slightly different than the
XR Origin
and might not be as compatible with other Unity XR features.
VR, MR
XR Origin
XR Origin
XR Core Utils
(installed with the XR Interaction Toolkit package)
Does not include GameObjects for controllers.
VR, MR
XR Origin (VR)
XR Origin (VR)
XR Interaction Toolkit
Includes controller GameObjects set up for action-based input.
VR, MR
XR Origin (VR)
Device-based > XR Origin (VR)
XR Interaction Toolkit
Includes controller GameObjects set up for device-based input.
AR
Augmented Reality
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, MR
XR Origin (AR)
XR Origin (AR)
AR Foundation
Serves as the tracking origin for hand-held AR applications. Includes controller GameObjects. This option is available if you have the XR Interaction Toolkit installed.
XR Origin (Mobile AR)
XR Origin (Mobile AR)
AR Foundation
Serves as the tracking origin for hand-held AR applications. Does not include controller GameObjects. This option is replaced with
XR Origin (AR)
if you have the XR Interaction Toolkit installed.
In the latest versions of the Unity XR packages, the
XR Rig
has been replaced with the
XR Origin
.
The
XROrigin
component also replaces the
CameraOffset
component, providing additional settings. Refer to
XR Origin component
for more information.
The
AR Session Origin
configuration has been replaced with
XR Origin (Mobile AR)
and
XR Origin (AR)
in
AR Foundation 5.0+
.
The
XR Origin (Mobile AR)
and
XR Origin (AR)
configurations are not compatible with earlier versions of the AR Foundation package.
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