XR is an umbrella term that includes the following types of applications:
Virtual RealityVirtual Reality (VR) immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info See in Glossary (VR): The application simulates a self-contained environment around the user.
Mixed RealityMixed Reality (MR) combines its own virtual environment with the user’s real-world environment and allows them to interact with each other. See in Glossary (MR): The application combines its own environment with the user’s real-world environment and allows them to interact with each other. Developers often refer to MRMixed Reality See in Glossary apps as passthrough apps, because many MR headsets use passthrough camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary to display a live view of the real world.
Augmented RealityAugmented Reality (AR) uses computer graphics or video composited on top of a live video feed to augment the view and create interaction with real and virtual objects. More info See in Glossary (AR): The application layers content over a view of the real world.
The span between virtual to augmented reality is a continuum, with mixed reality falling somewhere in the middle, depending on the capabilities of a particular device and the intent of your application.
Sample XR scene view
This documentation discusses how to develop XR applications in Unity:
How to add the GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary and components needed by an XR sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary.