3) Building Your App with XRBuilderWindow
Once you have saved and loaded a device preset, you are ready to build your XR application for that specific device. XRBuildKit provides a convenient editor window called XRBuilderWindow to help you easily select scenes, set build options, and start the build process—all in one place.
How to Build
1. Open the XRBuilderWindow
Go to
XRBuildKit → Build → XR Builder - Offline
from the Unity Editor menu.

2. Select Device Preset
In the builder window, make sure the correct device preset is selected from the dropdown list.
You can also load a preset directly from here.
But, Before clicking the Load button, make sure to close any open Project Settings windows—especially those related to XR Loader or OpenXR Settings.
Also, the loaded preset will be reset every time you reopen the XR Builder Window. This is because we’ve had a lot of issues with loading presets, so we had to put some procedural restrictions in place—thanks for your understanding!

3. Choose Scenes to Include
Check the list of scenes to be included in the build.
You can add, remove, or reorder scenes as needed.
Only enabled scenes will be built.

4. Configure Build Options
Toggle Development Mode to include debug symbols.
Toggle Clean Build to force a clean build (recommended when switching devices).

5. Build the Application
Click the Configure & Build button at the bottom of the window to start the build.

The output will be placed in the appropriate
Builds/App/Client/<DeviceName>/
folder.Progress and results will be shown in the Unity Console. If the build succeeds, you will see a summary with the output file size.
Additional Notes
For advanced networked (XumLobby) builds, refer to the dedicated XumLobby build page.
If you need to tweak platform-specific settings, make sure to save/restore your device presets as needed before building.
Troubleshooting
Build fails with plugin or setting errors? Try switching to a different preset and then back again, or use the Clean Build option.
Scenes not included? Double-check the enabled scenes in the list.
Congratulations! You have now built your XR project for your target device using XRBuildKit.
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