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. and You can load a preset directly from here.
Active Target not set Active Target set (preset loaded) The preset shown in the listbox may occasionally change due to an initialization issue. However, the build will proceed based on the Active Target, so as long as you have confirmed the settings, you can continue normally even if a warning appears. There is no need to reload the preset.

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.
Last updated