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DisplayXR Unity Test Project

A minimal Unity test project for the DisplayXR Unity plugin. Use this project to validate the plugin against new releases, test scene setups, and try out the spatial display rendering on a tracked 3D display.

Render pipeline: Built-in (BiRP).

Sibling test projects — each repo focuses on one feature so a regression in one demo doesn't mask the others:

Repo What it demonstrates Pipeline
displayxr-unity-test (you are here) Display-centric vs camera-centric rigs, live rig switching BiRP
displayxr-unity-test-2d-ui XrCompositionLayerWindowSpaceEXT 2D UI overlay (DisplayXRWindowSpaceUI) URP
displayxr-unity-test-transparent Chroma-key transparent overlay (DisplayXRTransparentOverlay, Windows-only) BiRP

Requirements

  • Unity 6000.3 LTS (Unity 6) or newer
  • A spatial display supported by DisplayXR, or use the built-in sim_display driver for development without hardware
  • The DisplayXR runtime installed (via the installer)

Opening the Project

  1. Clone this repo:
    git clone https://github.com/DisplayXR/displayxr-unity-test.git
  2. Open the project in Unity Hub (File → Open Project)
  3. Unity will fetch dependencies — this may take a few minutes on first open
  4. Open Assets/CubeTest.unity to load the test scene

Plugin Reference

The project depends on the DisplayXR Unity plugin via Unity Package Manager. The dependency is declared in Packages/manifest.json and tracks the latest released plugin version (the upm branch is force-pushed by CI on every plugin v* tag, with the prebuilt native binary):

"com.displayxr.unity": "https://github.com/DisplayXR/displayxr-unity.git#upm"

To pin to a specific plugin version, edit the URL fragment to a #upm/vX.Y.Z tag (where one exists; the plugin repo's CI no longer creates new upm/vX.Y.Z tags after v1.2.9, so newer pins should use the regular #vX.Y.Z tag plus a local plugin build). After editing, run Window → Package Manager → Refresh.

To test against a local development build of the plugin, change the dependency to:

"com.displayxr.unity": "file:/absolute/path/to/displayxr-unity"

Test Scenes

Scene Description
Assets/CubeTest.unity Minimal rotating cube on a tracked 3D display — verifies the basic rendering pipeline

Running the Project

  1. With a spatial display connected: Press Play in the Unity Editor — the scene will render with stereo 3D and head tracking
  2. Without hardware: The DisplayXR runtime's sim_display driver activates automatically — use WASD + mouse to simulate eye movement
  3. To build a standalone player: File → Build Settings → Build (target Builds/Win64/DisplayXR-test/)

Installing the Prebuilt App

End-users typically don't build from source. The latest release ships a Windows installer (DisplayXR-Unity-Test-Setup-X.Y.Z.exe) that:

  • Hard-prereqs the DisplayXR runtime (aborts gracefully if missing).
  • Installs the Player to C:\Program Files\DisplayXR\Unity\Test\.
  • Registers the app with the DisplayXR Shell launcher (drops a .displayxr.json manifest + icons under %ProgramData%\DisplayXR\apps\) so it appears as a tile.

After installing, launch via the DisplayXR Shell tile or directly from the install dir.

Building the installer yourself

Requires NSIS installed at C:\Program Files (x86)\NSIS\.

  1. Build the Unity Player (step 3 above) — output must land at Builds/Win64/DisplayXR-test/.
  2. From a Developer Command Prompt: cd installer && build-installer.bat.
  3. Output: installer/DisplayXR-Unity-Test-Setup-X.Y.Z.exe. Override the version with set VERSION=1.x.y before invoking.

Reporting Issues

For plugin bugs, file issues on the DisplayXR Unity plugin repo. For runtime bugs, file issues on the DisplayXR Shell releases repo.

License

ISC. See LICENSE.

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Unity test project for the DisplayXR plugin — sample scenes and demos to validate the plugin against new releases

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