Executive summary
XREAL One Pro doesn't run the custom application itself. You create the app in Unity on a computer, install it as an Android APK on XREAL Beam Pro or another supported Android host device, and then view it through the One Pro glasses. This host-device model is the main thing developers need to understand before they start.
The setup follows a clear workflow: prepare Beam Pro, install Unity and Android support, add the XREAL SDK, open and test the HelloMR sample, build the APK, install it on Beam Pro with ADB, connect the One Pro and launch the app through MyGlasses. For businesses, this architecture makes it easier to develop and test custom XREAL workflows with familiar Android and Unity tools, while the application logic stays on a separate host device that can be managed, updated and integrated with existing company systems.
The mistake to avoid: Don't plan a project where the APK is installed directly on [XREAL One Pro](https://ai.vr-expert.com/en/ai-glasses/xreal-one-pro). The APK is installed on the Android host device.
What is XREAL One Pro?
XREAL One Pro is a tethered AR display with a 57° field of view, Sony Micro-OLED displays and XREAL's X1 spatial-processing chip. The X1 chip provides native 3DoF, so the screen stays in place when you turn your head. Since SDK 3.1.0, the One series also supports 6DoF head tracking with the optional XREAL Eye camera after a firmware update. None of this turns the glasses into a standalone Android computer.
For custom XREAL SDK development, the connected Android host runs the application. The One Pro is the wearable display and tracking endpoint.
What you need for this guide
· A Windows or macOS computer.
· XREAL Beam Pro, or a Samsung flagship phone that XREAL has tested: the Galaxy S24 on Android 14 or the Galaxy S25 on Android 15. XREAL supports Samsung flagships only and asks developers not to use phones updated to Android 16 while its compatibility notice is in effect. The main steps use Beam Pro as the host.
· A USB-C cable to connect One Pro to Beam Pro.
· Unity Hub and a supported Unity LTS version with Android Build Support. (Instructions are in this article.)
· The current XREAL SDK for Unity from XREAL's developer download page. (Instructions are in this article.)
· Android Debug Bridge (ADB) to install the APK on Beam Pro. (Instructions are in this article.)
How to develop your first XREAL One Pro app
Step 1: Prepare Beam Pro, the device that will run the app
Start with Beam Pro, because that's where the finished Android app will be installed. Beam Pro is a physical handheld device, not something you download.
1. Get XREAL Beam Pro. Buy the Beam Pro hardware from XREAL or an authorized reseller. It's sold separately from the One Pro glasses.
2. Turn it on and connect it to Wi-Fi. Complete the standard first-time Android/nebulaOS setup on Beam Pro.
3. Open MyGlasses on Beam Pro. MyGlasses is the XREAL glasses-management app used on Beam Pro.
4. Update Beam Pro and MyGlasses if prompted. SDK 3.1.0 pairs with MyGlasses 1.11.0. XREAL's release note says to update MyGlasses first and then connect the glasses, which triggers their firmware update automatically. Beam Pro runs nebulaOS on Android 14, so XREAL's Android 16 warning applies to phones, not to Beam Pro.
5. Connect One Pro to Beam Pro once. Use the glasses' USB-C cable. If a glasses firmware update appears, complete it before you start developing.
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Step 2: Install Unity Hub on the development computer
1. Open the Unity website on the computer. Download Unity Hub for Windows or macOS.
2. Install and open Unity Hub. Unity Hub is a separate desktop program used to install Unity Editor.
3. Sign in or create a Unity account if prompted. This gives Unity Hub access to the editor installation and licensing flow.
Step 3: Install a Unity Editor version with Android support
The XREAL SDK runs inside Unity, so you need to install Unity Editor before you can import the SDK.
1. Open Unity Hub > Installs. Select Install Editor.
2. Choose a supported LTS version. XREAL supports Unity 2021.3.X, 2022.3.X and 6000.0.X LTS. Use a supported version listed in the current XREAL documentation.
3. Select Android Build Support. XREAL requires Android SDK API level 31 (Android 12) or later, which the bundled SDK covers.
4. Finish the installation. Wait until Unity Hub shows the editor under Installs.
Move to Step 4 when: Unity Editor is installed and Android Build Support is included.
Step 4: Download the XREAL SDK to the computer
The XREAL SDK is a file you'll import into Unity later. Don't try to install it on Beam Pro or the glasses.
1. Open the XREAL Developer Download page. On the development computer, go to developer.xreal.com/download.
2. Find XREAL SDK for Unity. Accept the XREAL API terms and download the current SDK.
3. Keep the downloaded file. The package comes as a file such as com.xreal.xr.tar.gz.
Move to Step 5 when: the XREAL SDK file is saved on the computer. Don't open the tar.gz file manually.
Step 5: Create the Unity project
Now use Unity Hub to create the project that will later become the Android app installed on Beam Pro.
1. Open Unity Hub > Projects. Select New project.
2. Choose a standard 3D template. Give the project a simple name such as XREAL-One-Pro-Test and choose where to save it.
3. Create the project. Wait for Unity Editor to open.
4. Switch the project to Android. In Unity Editor, open File > Build Settings. Select Android and click Switch Platform. In Unity 6, use File > Build Profiles if that's the menu you see.
Move to Step 6 when: Android is the active build platform in Unity.
Step 6: Install the Unity package XREAL needs
Stay in Unity Editor. You'll add the next tools to this same project.
1. Open Window > Package Manager. In the Package Manager window, set the package source to Unity Registry. This shows the packages Unity provides.
2. Find XR Interaction Toolkit. Select it and click Install. XREAL lists versions 2.5.x and 3.0.x as supported. If Package Manager installs a newer version and the sample misbehaves, pick 3.0.x from the version list instead.
3. Open its Samples tab. Find Starter Assets and click Import, then import Hands Interaction Demo as well. XREAL's troubleshooting page says HelloMR shows missing prefabs without it.
Step 7: Import the XREAL SDK into the same Unity project
You're still in Unity. Now use the XREAL SDK file you downloaded in Step 4.
1. Stay in Window > Package Manager. Click the + button in the upper-left area. Then select “Add package from tarball”.
2. Find the XREAL SDK file you downloaded earlier. Go to your Downloads folder, select the file named something like com.xreal.xr.tar.gz, and click Open. Unity will now add the XREAL XR Plugin to your project.
3. Open XREAL XR Plugin in Package Manager > Samples. Import Interaction Basics. This adds the ready-made HelloMR sample scene, which you'll use to check that the XREAL setup is working.
Step 8: Enable XREAL in the project
The SDK is in place, but Unity still needs to know that this Android project should use the XREAL plug-in.
1. Open Edit > Project Settings > XR Plug-in Management. Select the Android tab.
2. Check XREAL. This enables the XREAL XR provider for the Android build.
3. Open Project Validation. Click Fix All for any required XREAL changes.
4. Open XR Plug-in Management > XREAL. For a One Pro without the XREAL Eye, set Initial Tracking Type to MODE_3DOF, Initial Input Source to Controller (Beam Pro or the phone acts as a 3DoF controller) and Support Devices to XREAL_DEVICE_CATEGORY_VISION, XREAL's category for 3DoF glasses such as the One series. Leave everything else at the defaults until the sample works.
Move to Step 9 when: Project Validation no longer shows any unresolved required XREAL settings.
Step 9: Open XREAL's HelloMR sample
Before you write your own app, use XREAL's sample. This confirms that Unity, the XREAL SDK, Beam Pro and the glasses work together.
1. Open the Project panel in Unity. Go to Assets > Samples > XREAL XR Plugin > [your SDK version] > Interaction Basics.
2. Find HelloMR.unity. Double-click the scene to open it.
3. Don't customize it yet. Build the unchanged sample first so you know the development environment is working.
Step 10: Build the Android APK on the computer
Unity now turns the HelloMR project into an Android app file. That file is called an APK.
1. Open File > Build Settings or Build Profiles. Select Add Open Scenes so HelloMR is included.
2. Confirm Android is active. If it isn't, switch to Android.
3. Click Build. Configure Player Settings, then build. In Player Settings, fill in Company Name and Product Name (MyGlasses displays the Product Name, so use XREAL-HelloMR) and check that Scripting Backend is set to IL2CPP with ARM64 as the target architecture; XREAL requires both. Then click Build, choose a folder on your computer and save the file as XREAL-HelloMR.apk.
4. Wait for the build to finish. The APK is now on the computer, but it isn't on Beam Pro yet.
What an APK is: An APK is the file used to install an Android app. In this workflow, the APK goes onto Beam Pro, not onto [XREAL One Pro](https://ai.vr-expert.com/en/ai-glasses/xreal-one-pro).
Step 11: Install the APK on Beam Pro
ADB: Android Debug Bridge, a computer tool used to install and test Android apps on Beam Pro or a phone.
The app is built. The next step moves the APK from the computer to Beam Pro.
1. Connect Beam Pro to the computer via USB-C.
2. Open Terminal or PowerShell on the computer.
3. Enable USB debugging on Beam Pro. XREAL's guide only says to enable Developer options and USB debugging on the host. On Android, that means tapping “Build number” seven times under “About” to unlock Developer options, then turning on USB debugging there. If Beam Pro asks whether to allow USB debugging from this computer, select Allow.
4. Check that the computer can detect Beam Pro. In PowerShell, type:
adb devices
If Beam Pro appears as device, the connection is working and you can continue.
5. Install the APK. First, locate the XREAL-HelloMR.apk file on your computer. For example, if you saved it in a folder called XREAL Test on your Desktop, the Windows path might look like this:
C:\Users\YourName\Desktop\XREAL Test\XREAL-HelloMR.apk
In PowerShell, type:
adb install -r "C:\Users\YourName\Desktop\XREAL Test\XREAL-HelloMR.apk"
Replace the example path with the actual location of your APK, then press Enter.
6. Wait for Success. When ADB reports Success, the app is installed on Beam Pro.
Move to Step 12 when: the APK installation reports Success on the computer.
Step 12: Connect One Pro to Beam Pro and open the app
The Android app is now on Beam Pro. Only now do you move the USB-C connection from the computer to the glasses.
1. Disconnect Beam Pro from the computer.
2. Connect [XREAL One Pro](https://ai.vr-expert.com/en/ai-glasses/xreal-one-pro) to Beam Pro. Use the XREAL USB-C cable.
3. Open MyGlasses on Beam Pro. This is the XREAL environment used to manage the connected glasses and launch XREAL 3D applications.
4. Find your app in MyGlasses. It's listed under the Product Name from Player Settings, not the APK file name. Select it and open it. If it's missing, or MyGlasses says the app isn't supported on this device, disconnect the glasses and tap the glasses icon in the top-left corner of MyGlasses ten times to open developer mode, then use 'select other MR App' to choose it.
5. Approve permissions if prompted.
6. Look through the One Pro. The HelloMR scene should now appear in the glasses while Beam Pro runs the application.
Step 13: Make your first small custom change
Once the unchanged HelloMR sample works, go back to Unity and change one thing. That way, you aren't debugging your own code before the basic XREAL setup has been proven.
1. Go back to Unity on the computer. Open the HelloMR scene, then open the Scene tab. This is where you build the interface and position the objects that will appear through the XREAL One Pro.
2. Add a Cube. Choose GameObject > 3D Object > Cube and place it about a meter in front of the camera. You'll add text, buttons, panels and imported models the same way later. (HelloMR doesn't include a Cube; XREAL's sample shows its logo object, so you need to create the Cube used in points 6 and 7 here.)
3. Select an object in the Hierarchy. Use the Inspector to change its position, size, rotation and other settings.
4. Arrange the application layout. Build the interface your project needs, such as instructions, a product model, a status panel or a Start Inspection button.
5. Add C# code only when you need custom behavior. You don't need code just to place and design objects. Create a script under Assets > Scripts only when an object needs to move, respond to input, change information or connect to external data.
For example, this optional script makes an object rotate:
using UnityEngine;
public class SpinObject : MonoBehaviour
{
public float speed = 30f;
void Update()
{
transform.Rotate(0f, speed * Time.deltaTime, 0f);
}
}
6. Attach the script to the Cube. Drag SpinObject from Assets > Scripts onto the Cube in the Hierarchy.
7. Build and install again. Repeat Steps 10 to 12. The Cube should rotate when the app runs on Beam Pro and is displayed through One Pro.
What this demonstrates: The Android application on Beam Pro runs your custom C# code. The glasses display the result.
If you want to use an Android phone instead of Beam Pro
The same overall architecture applies, but the host is a supported Android phone. You don't use MyGlasses for this route.
· Use a phone XREAL has approved. SDK 3.1.0 lists the Samsung Galaxy S25 on Android 15; XREAL's compatibility page also lists the Galaxy S24 on Android 14 and says it supports Samsung flagships only. Check the phone's Android version before you buy or update it: XREAL asks developers not to move development devices to Android 16, and Samsung has been rolling out Android 16 (One UI 8) to both models since September 2025. Turn off Samsung DeX while you're developing.
· Install the APK on the phone instead of Beam Pro.
· Connect XREAL One Pro to the phone via USB-C.
· Open ControlGlasses, find the installed XREAL app and launch it.
Don't mix the two routes: Beam Pro uses MyGlasses. A supported Android phone uses ControlGlasses.
Common development mistakes
- Trying to install the APK on the glasses: Install it on Beam Pro or the supported Android phone.
- Thinking Beam Pro is an app: Beam Pro is separate physical hardware. MyGlasses is the XREAL app used on Beam Pro.
- Using MyGlasses on a regular Android phone: Phone development uses ControlGlasses instead.
- Starting with custom code before HelloMR works: Run the unmodified sample first, then customize it.
- Leaving Beam Pro connected to the computer when trying to use the glasses: After installing the APK, disconnect Beam Pro from the computer and connect One Pro to Beam Pro.
Conclusion
Developing for XREAL One Pro starts with separating the three parts of the system: the computer is where you create the Unity project, Beam Pro or a supported Android phone is where the Android APK actually runs, and XREAL One Pro is the wearable display and tracking device. With Beam Pro as the clearest path, set up the physical Beam Pro first, install Unity Hub and a supported Unity Editor on the computer, download and import the XREAL SDK, enable the XREAL plug-in, open the HelloMR sample, build an APK and install it on Beam Pro with ADB. Then disconnect Beam Pro from the computer, connect the One Pro and launch the app through MyGlasses. For businesses, understanding this architecture before development starts helps define the right hardware, security and deployment plan, makes pilots easier to troubleshoot and keeps teams from spending time building for a standalone-glasses model that the One Pro doesn't use.
Planning an XREAL One Pro application? Start with one Beam Pro, one One Pro and the HelloMR sample. Prove the host-to-glasses workflow first, then add only the Unity features your business use case requires.






















