---
title: "Android XR"
seoTitle: "Android XR for developers: SDK, app model & distribution (2026)"
description: "Android XR for third-party developers — SDK access, app model, distribution, capabilities & AI, and where it sits in the 2026 smart-glasses landscape."
type: reference
platform: all
vendor: android-xr
related:
  - /docs/ecosystem
  - /docs/ecosystem/openness
  - /docs/ecosystem/ai
  - /docs/ecosystem/distribution
  - /docs/vendors/meta
  - /docs/concepts/capabilities
---

> **Openness verdict.** Open, well-documented SDK available to every developer (Jetpack XR SDK, Developer Preview 4), and Google has an on-the-record launch window — audio glasses "coming this fall" (2026), display glasses to follow. But as of July 2026 the glasses class is still pre-production: no consumer Android XR smart glasses have shipped, and there is no public app-distribution channel for the audio/display glasses class yet (Play distribution today covers only XR headsets and wired XR glasses).

**Covered here:** Android XR audio glasses · Android XR display glasses (in-lens optical see-through display class; Samsung's display model is codenamed 'Haean', reportedly targeted at 2027).  
**Not covered here:** Samsung Galaxy XR (Project Moohan) · Wired XR glasses / tethered viewers (e.g. XREAL Project Aura) · Android XR headsets generally.

## Overview
Android XR is Google's Android-based operating system for extended-reality devices, spanning immersive headsets and, in the class this page covers, lightweight **smart glasses**. Google's SDK formally distinguishes two glasses device classes: **audio glasses** (screen-free, driven by camera, speakers, microphones and Gemini) and **display glasses** (an in-lens optical see-through display), both treated as "augmented experience" devices distinct from headsets ([developer.android.com](https://developer.android.com/develop/xr/jetpack-xr-sdk/glasses/build)). Google has confirmed hardware partnerships with Samsung and eyewear makers **Gentle Monster** and **Warby Parker** ([Android Developers Blog, Dec 2025](https://android-developers.googleblog.com/2025/12/build-for-ai-glasses-with-android-xr.html)), and **Gucci (Kering)** is a confirmed in-class partner running Android XR + Gemini and targeting 2027 ([reporting on Kering CEO Luca de Meo, Apr 2026](https://vr.org/articles/gucci-warby-parker-google-fashion-ar-glasses-race)). Unlike the draft framing that treated the launch as purely rumor, Google made an on-the-record commitment at **Google I/O 2026** that Android XR audio glasses are **"coming this fall" (2026)** — audio-first, with display glasses to follow ([blog.google, I/O 2026](https://blog.google/products-and-platforms/platforms/android/android-xr-io-2026/)). As of July 2026 no consumer unit has shipped. A separate, widely-reported Samsung glasses reveal is expected at the **July 22 2026** Galaxy Unpacked, and the associated specs (audio-first SKU, ~$379–$499, 12MP camera) circulate only through secondary reporting and should be treated as unconfirmed. The only Android XR hardware actually on sale today is the Samsung Galaxy XR headset, which is out of scope here. Net: the platform, SDK, and an official launch window are all real and public; the glasses hardware and a public publishing path are the two gates still closed.

## Access
The SDK is the **Jetpack XR SDK**, a Kotlin-first stack (Java usable via the Android framework) built around Jetpack Compose. For glasses the load-bearing libraries are **Jetpack Projected** (bridges a phone app to glasses hardware — sensors, speakers, camera, display) and **Jetpack Compose Glimmer**, a Compose UI toolkit optimized for display glasses; ARCore for Jetpack XR, Compose for XR and SceneCore round out the perception/3D surface ([build guide](https://developer.android.com/develop/xr/jetpack-xr-sdk/glasses/build)). Maturity is **Developer Preview 4**, released **19 May 2026**, with the XR Runtime, SceneCore and ARCore perception features slated to move to Beta ([DP4 blog](https://android-developers.googleblog.com/2026/05/android-xr-sdk-developer-preview-4-updates.html)). Glasses development opened to **all developers** with Developer Preview 3 in December 2025 — no allowlist to write and emulate apps. The SDK is free; you need Android Studio and its bundled **AI Glasses emulator**, which simulates touchpad and voice input so apps can be built without hardware. Jetpack libraries are open-source (Apache 2.0); documentation is under Google's content license. Pre-release physical hardware is gated behind the **Android XR Developer Catalyst Program** (application-based, g.co/dev/catalyst). Docs live at [developer.android.com/develop/xr](https://developer.android.com/develop/xr/jetpack-xr-sdk).

## App model
Glasses apps use a distinctive **projected** model, not a standalone on-device app. Per Google: "Unlike XR headsets that run a full APK on the device, audio glasses and display glasses use a dedicated activity that runs within your phone's existing app. This activity is projected from the host device to the glasses" ([first-activity guide](https://developer.android.com/develop/xr/jetpack-xr-sdk/ai-glasses/first-activity)). So code runs **natively on the paired phone** (Android/Kotlin, compute and the app process stay phone-side) while UI and I/O are projected to the glasses over the phone link — the glasses are a tethered display/sensor surface, not a compute target. A notable distribution nuance: the host phone is **not required to be Android** — Google's I/O 2026 post and DP4 coverage confirm the glasses pair with **both Android and iOS phones** ("coming this fall with iPhone support") ([9to5Google, DP4](https://9to5google.com/2026/05/19/android-xr-audio-glasses/)), so a projected companion's consumer host can be an iPhone. Display UI is authored in Jetpack Compose via Glimmer; audio-only glasses render no visual UI and lean on ASR/TTS and Gemini. Apps declare a projected launcher activity (`XR_PROJECTED_LAUNCHER` intent category) as their glasses entry point, and that activity must also declare `android:requiredDisplayCategory="android.hardware.display.category.XR_PROJECTED"`. Apps obtain projected context via `ProjectedContext.createProjectedActivityOptions(context)`, request hardware permissions through `ProjectedPermissionsResultContract`, observe connection with `ProjectedContext.isProjectedDeviceConnected()` (returns a `Flow&lt;Boolean>`), and can query `ProjectedDeviceController.capabilities` (e.g. `CAPABILITY_VISUAL_UI`) to branch between display and audio-only hardware. Two documented Preview limitations are worth noting: launching a projected activity does **not** auto-turn-on the glasses display, and the display briefly flashes white on activity start ([glasses first-activity guide](https://developer.android.com/develop/xr/jetpack-xr-sdk/glasses/first-activity)). There is a **single first-party development system** (Jetpack XR) for this class: the platform's open-standard paths, **WebXR and OpenXR, are supported dev paths but Google's device-types page lists them exclusively for XR headsets and wired XR glasses, explicitly NOT for the audio/display glasses class** ([Android XR devices](https://developer.android.com/develop/xr/devices)) — they are deliberately unavailable to the projected glasses model, not merely aimed at headsets. Game engines (Unity, and newly Unreal and Godot) likewise target the immersive/headset side rather than the projected glasses model.

## Distribution
Distribution is Google Play–based in principle but **not yet open for glasses**. Google's guidance is explicit: Play Store distribution is currently available only for immersive apps on **XR headsets and wired XR glasses**; for augmented experiences on **AI (audio/display) glasses**, developers should "get started developing and run and debug apps on the Android XR emulator," with "more updates on distribution coming in the future" ([package-and-distribute](https://developer.android.com/develop/xr/package-and-distribute)). Publishing (for the supported classes) goes through a standard **Play Console** account, choosing a mobile release track or a dedicated Android XR track; the XR track requires an `android.software.xr.api.spatial` or `...openxr` manifest feature. Content review follows normal Google Play policies plus the [Android XR app quality guidelines](https://developer.android.com/docs/quality-guidelines/android-xr). Because the projected companion can be hosted from an iPhone as well as an Android phone, the eventual consumer-distribution story spans both mobile ecosystems, but the glasses-app publishing channel itself is unstated and unavailable today — treat glasses publishing as not-yet-open and gate any go-to-market on Google's forthcoming announcement.

## Capabilities, limits & AI
**Camera:** accessible through Jetpack Projected with runtime permission prompts (requested via `ProjectedPermissionsResultContract`); the glasses camera is a headline capability (Samsung's rumored unit cites 12MP, unconfirmed). **Mic/audio in:** on-device microphones with ASR/speech input via the projected stack. **Audio out / TTS:** speakers with text-to-speech synthesis. **On-lens display:** display glasses only, driven by Jetpack Compose Glimmer over an optical see-through panel — small, transparent, legibility-first (Google Sans Flex font added in DP4); audio glasses have no display. **Sensors / perception:** ARCore for Jetpack XR brings motion tracking to the platform, but note a device-class caveat — the **Geospatial/VPS API early preview announced in DP4 is for _wired_ XR glasses** (the tethered, out-of-scope class), *not* the in-scope projected audio/display glasses; Google's DP4 wording is "an early preview of the Geospatial API for wired XR Glasses… high-precision anchoring… in over 87 countries" ([DP4 blog](https://android-developers.googleblog.com/2026/05/android-xr-sdk-developer-preview-4-updates.html)). Do not assume Geospatial anchoring is available on the projected glasses this page covers. Richer perception (depth, hand/eye tracking, spatial anchors) is documented primarily for headsets and may be a subset on glasses (verify per device). **Input:** touchpad **tap and swipe** plus **voice**; custom gestures beyond these are not documented. **Reserved assistant / wake path:** Gemini is the platform's built-in assistant, and the reserved invocation is concretely the wake phrase **"Hey Google"** plus a **frame-side tap** ([blog.google, I/O 2026](https://blog.google/products-and-platforms/platforms/android/android-xr-io-2026/)) — analogous to how competing platforms reserve "Hey Meta." **AI & the assistant:** third-party apps are **not** locked out of Gemini — a projected activity tagged `XR_PROJECTED_LAUNCHER` becomes discoverable by **Gemini voice commands** ("Open/Launch/Start [app name]"), and apps can integrate the **Gemini Live API** for real-time audio interactions ([first-activity](https://developer.android.com/develop/xr/jetpack-xr-sdk/ai-glasses/first-activity), [build guide](https://developer.android.com/develop/xr/jetpack-xr-sdk/glasses/build)). Whether a third party can technically *replace* Gemini as the system assistant (versus only being invoked by it and building on the Gemini Live API) is not spelled out in a primary source — the documented model is invoke-and-integrate, so replaceability should be treated as unconfirmed rather than asserted. Likewise, the on-device-vs-cloud AI split for glasses is not documented; given phone-hosted compute, treat this as an open question rather than a stated guarantee.

## Roadmap
Momentum is steady and, importantly, has an **on-the-record launch window**: at **Google I/O 2026** Google committed that Android XR audio glasses are **"coming this fall" (2026)** — audio-first, display glasses to follow, delivered via Samsung / Gentle Monster / Warby Parker frames and with **iPhone host support** ([blog.google, I/O 2026](https://blog.google/products-and-platforms/platforms/android/android-xr-io-2026/), [9to5Google](https://9to5google.com/2026/05/19/android-xr-audio-glasses/)). This official window is distinct from — and firmer than — the widely-reported but unconfirmed **July 22 2026** Galaxy Unpacked Samsung hardware reveal (secondary reporting, with the ~$379–499 / 12MP specs unverified). Dated SDK milestones: **Dec 2025** — Developer Preview 3 opens AI-glasses development to all developers, ships Jetpack Projected + Glimmer + the AI Glasses emulator, and confirms Samsung / Gentle Monster / Warby Parker frame partners. **19 May 2026** — Developer Preview 4 adds a Device Availability API, ProjectedTestRule testing, new Glimmer components (Stacks, Title Chips) and Google Sans Flex, and signals XR Runtime/SceneCore/ARCore perception moving to Beta (the DP4 Geospatial preview is for *wired* XR glasses, not the projected class). **15 June 2026** — ecosystem update adds Unreal and Godot engine support (headset side) and the Android XR Engine Hub. Longer-horizon in-scope hardware: **Samsung** is pursuing two SKUs — the audio device this fall 2026 and a separate **display model codenamed 'Haean' targeted at 2027** ([AndroidHeadlines](https://www.androidheadlines.com/samsung-galaxy-glasses)) — and **Gucci/Kering** targets 2027. Still-open gates: a public glasses app-distribution channel ("coming in the future"), and the runtime/perception Beta. The trajectory points toward glasses GA on a named timeline; production hardware and public publishing are the two things not yet delivered.

## In the landscape
Android XR is one platform in the third-party [smart-glasses landscape](/docs/ecosystem). See [how open it is](/docs/ecosystem/openness) relative to other platforms, [how AI works](/docs/ecosystem/ai) across them, and the full [platform comparison](/docs/ecosystem).
