POLICYb641rel/engines-tools3 min read
Google's Android XR SDK DP4 adds Unreal, Godot, and Engine Hub tool
Google shipped Android XR SDK Developer Preview 4 with first-class Unreal Engine and Godot support alongside Unity. The new Engine Hub streams perception data to all three engines as XR Runtime, Jetpack SceneCore, and ARCore for Jetpack XR move to beta.
Patch notes
Google shipped Android XR SDK Developer Preview 4 this month with first-time official Unreal Engine and Godot support alongside Unity.
XR Runtime, Jetpack SceneCore, and ARCore for Jetpack XR have moved to beta status, signaling API stability for production code.
Engine Hub streams hand tracking, spatial mapping, eye tracking, and controller input from Android XR devices into Unity, Unreal, or Godot in real time on Windows.
Applications are open for the Android XR Developer Catalyst Program, targeting studios that plan to publish apps within 6 to 12 months.
Samsung Galaxy XR is shipping today; Project Aura is scheduled for this year and audio glasses are expected in fall.
Google has shipped Developer Preview 4 of the Android XR SDK, adding first-class Unreal Engine and Godot support alongside Unity for the first time. That is the headline change for game studios.
With DP4, Google now backs all three major engines for Android XR headset and wired XR glasses development. A new tool, the Android XR Engine Hub, streams perception data — hand tracking, spatial mapping, eye tracking, and controller input — directly into Unity, Unreal, or Godot.
What does Engine Hub change for studios?
The Hub runs on Windows and acts as a high-speed bridge between Android XR hardware and the developer's engine of choice. In operational terms, this means teams can test XR experiences with live device data without rebuilding and redeploying after every code change. That cuts directly into one of the largest time sinks in XR production: the build-deploy-test cycle.
For studios with years of investment in Unreal tooling, the new engine support dissolves a long-standing friction point. Unreal powers a meaningful share of VR titles on Steam and Quest. Until DP4, those teams faced a binary choice: port pipelines to Unity or write in Kotlin against Jetpack XR.
Which devices does game engine support cover?
Engine support applies to headsets and wired XR glasses such as XREAL's Project Aura. Audio glasses and display glasses remain limited to the Jetpack XR SDK and Android Studio. That tracks with the different interaction models on those form factors, but it caps the full engine ecosystem to immersive hardware. Studios targeting the broader glasses categories will still write Kotlin.
Where do the core libraries stand?
Google has moved XR Runtime, Jetpack SceneCore, and ARCore for Jetpack XR to beta status. Beta is the contract studios need before committing shipping products against a platform. During developer preview, APIs could shift between releases; beta means interfaces are locked down enough that production code will not break on the next update.
The SDK has also moved to a Kotlin-first architecture, dropping legacy Guava and RxJava3 dependencies. Teams already working in modern Android stacks simplify their foundation. Projects rooted in older Android codebases face migration work, but the resulting codebase is leaner and more maintainable.
What does the new Catalyst Program offer?
Google opened applications for the Android XR Developer Catalyst Program alongside DP4. The program targets developers who plan to publish Android XR apps within 6 to 12 months using Kotlin and Jetpack XR, or Unity, Unreal, and Godot. Accepted studios receive early hardware access, direct engineering support from Google, and resources aimed at accelerating ship dates.
For studios weighing whether to commit engineering time, the hardware access alone is meaningful. Most developers still build against emulators and spec sheets rather than physical units.
What changes for glasses development?
DP4 also ships new UI components built for glasses: Title Chips and Button Groups tuned for touchpad input. Glasses have no hand controllers and limited input methods, so purpose-built components have lagged. These are the first set designed specifically for the touchpad interaction model on Android XR glasses.
What is the install base trajectory?
Samsung Galaxy XR is already shipping. Project Aura is on Google's roadmap for this year. Audio glasses arrive this fall. DP4 lands the developer tooling before those devices reach volume.
The unresolved question is whether hardware adoption justifies developer investment. Google is staging hardware launches through year-end while toolchain stability catches up. Studios tracking Android XR economics should watch first-quarter hardware sell-through once Project Aura and the audio glasses categories hit retail — that data point will determine whether publishers treat Android XR as a first-party target or a Quest-adjacent secondary platform.
via vr.org (Original)