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 |
- Unity 6000.3 LTS (Unity 6) or newer
- A spatial display supported by DisplayXR, or use the built-in
sim_displaydriver for development without hardware - The DisplayXR runtime installed (via the installer)
- Clone this repo:
git clone https://github.com/DisplayXR/displayxr-unity-test.git
- Open the project in Unity Hub (
File → Open Project) - Unity will fetch dependencies — this may take a few minutes on first open
- Open
Assets/CubeTest.unityto load the test scene
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"| Scene | Description |
|---|---|
Assets/CubeTest.unity |
Minimal rotating cube on a tracked 3D display — verifies the basic rendering pipeline |
- With a spatial display connected: Press Play in the Unity Editor — the scene will render with stereo 3D and head tracking
- Without hardware: The DisplayXR runtime's
sim_displaydriver activates automatically — use WASD + mouse to simulate eye movement - To build a standalone player:
File → Build Settings → Build(targetBuilds/Win64/DisplayXR-test/)
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.jsonmanifest + 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.
Requires NSIS installed at C:\Program Files (x86)\NSIS\.
- Build the Unity Player (step 3 above) — output must land at
Builds/Win64/DisplayXR-test/. - From a Developer Command Prompt:
cd installer && build-installer.bat. - Output:
installer/DisplayXR-Unity-Test-Setup-X.Y.Z.exe. Override the version withset VERSION=1.x.ybefore invoking.
For plugin bugs, file issues on the DisplayXR Unity plugin repo. For runtime bugs, file issues on the DisplayXR Shell releases repo.
ISC. See LICENSE.