Getting Started with NRSDK
Start developing your NRSDK Unity apps on Android phone.
This quickstart guide will help you set up your development environment and test out the sample app “Hello MR” on NRSDK.
- An Nreal Computing Unit / Supported Android Phone. Think of Computing Unit as an Android phone with no screen, so all development processes will be very similar to an Android phone. Please review the Device Compatibility to ensure your phone model is well prepared.
- A pair of Nreal Light glasses
- Android Debug Bridge (adb) debugging and testing through Wi-Fi is not necessary, but is strongly recommended, so as to avoid frequent plugging in and out Nreal glasses from your phone and connecting the phone to the computer.
- (Optional) A USB-C cable to connect the Nreal computing unit to your PC
- Unity 2018.4.X or later with Android Build Support. Unity LTS (Long Term Support) version is recommended
We’re going to create a new Unity project and integrate NRSDK later on. To create a new Unity project:
- Open Unity Hub and create a new 3D project.
- Skip the following three steps If your Unity version is later than 2018. For Unity 2018:
- 1.Navigate to
Player Settings>Other Settings>Scritping Runtime Versionto
- 3.Close the
- Import NRSDK for Unity
- Select the
NRSDKForUnity_1.8.0.unitypackagethat you downloaded.
- In the Importing Package dialog, make sure that all package options are selected and click Import.
You could either configure your project automatically via NRSDK Project Tips tool or configure manually. These two ways are equivalent.
- Go to NRSDK -> Project Tips in Unity menu
- Click Accept All in the popup window
- Wait for Unity to process. The Project Tips window should appear as empty when finished.
- Close the Project Tips window
- Go to File > Build Settings.
- Select Android and click Switch Platform.
- In the Build Settings window, click Player Settings.
- In the Inspector window, configure player settings as follows:
Create a unique app ID using a Java package name format. For example, use com.nreal.helloMR
Android 8.0 or higher
Automatic (highest installed)
You could specify Target Devices in
Assets/NRSDK/NRProjectConfig.Be aware that all the NRSDK features supported by Nreal Air are supported by Nreal Light . By default, Both
Support Nreal Lightand
Support Nreal Airare selected.
By selecting Nreal Air, NRSDK will automatically attemp to adapt to Nreal Air even if you had implemented NRSDK features that are based on RGB Camera (plane detection, image tracking, hand tracking, recording, etc. See Device Compatibility for details). However, be aware that the actual behavior of the adapted application may differ from your initial intent.
If you only want the application to run on a specific device (Light/Air), you may arbitrarily specify a single target device. In this way, NRSDK will not try to adapt automatically, and the app will not be running on unsupported devices.
- Find and click
Assets/NRSDK/NRKernalSessionConfigin Unity project folder, make sure the plane tracking, image tracking is configured properly as the following default configuration:
- Force Kill While Glass Switch Mode: Unselect this option to ensure your app will not be killed when users switch the mode between 2D and 3D mode.
Please note that Plane Finding Mode and Image Tracking Mode will implicitly be Disable when
Support Nreal Airis selected in Step 4: Configure Compatible Devices, regardless of your configuration here in the inspector.
- Find the HelloMR sample scene in the Unity Project window by selecting
Assets > NRSDK > Demos > HelloMR.
- Double click
HelloMRto open the scene
- 1.Access the Build Settings in Menu -> File -> Build Settings. Make sure the current scene is checked.
2. Click Player Settings. Customize the Company Name and Product Name.
3. (Optional) Navigate to the Android> Other Settings panel to specify your build settings. As you have prepared Step 3. Configure Project Settings, you may leave the current configuration as it is. It is worthnoting some of the other settings:
- Multithreaded Rendering: Enable this option to use multithreaded rendering. In most cases, both enabling and disabling this option is supported by NRSDK. However, fore the scenes that contains Overlay content, you should disable multitreaded rendering
- Scripting Backend: choose either IL2CPP or Mono, but you can only choose IL2CPP when building for ARM64 architecture.
4. In Build Settings window, click Build
5. Select the destination folder and wait till the buidling is finished.
- Connect your Phone / computing unit to your Mac / Windows PC.
- Install your app through WiFi Android Debug Bridge (adb) or type-C cable after the build is successful.
- Disconnect the computing unit with your PC, and then connect it to the glasses.
- (Computing Unit only) If it is the first time you run this app, you need to authrize the app by some tools like scrcpy.
- Launch you app along with the Nreal Light controller. For instructions on how to use the Nreal Light controller, please refer to Controller.
- Move around until NRSDK finds a horizontal plane and the detected plane will be covered with green grid.
- Click the Trigger button to put an Nreal logo object on it.
- (Optional) Use Android Logcat to view logged messages. We recommend using WiFi Android Debug Bridge (adb) to connect to your PC so that you do not have to be connected through the data cable most of the time.
- Enable developer options and USB debugging on your Phone / Computing unit. Android Debug Bridge (adb) is enabled as default and does not require manual setting.