EasyAR configuration
The EasyAR configuration page can be accessed from the Unity menu EasyAR > Sense > Configuration or Edit > Project Settings > EasyAR.

This contains all global configurations for the EasyAR Sense Unity Plugin.

Initialize on startup
Initializes EasyAR at startup. It is usually recommended to keep this option enabled.
If this option is disabled, you need to manually initialize EasyAR Sense. For specific methods, please refer to Initialize EasyAR Sense.
EasyAR Sense License
EasyAR Sense License related configurations.
LicenseKey
EasyAR Sense License Key. A valid license is required to use EasyAR features.
Can be left empty only when manually initializing EasyAR Sense via the interface.
Note
When using on head-mounted display devices (Vision Pro, XREAL, Pico, Rokid, etc.), an EasyAR XR License is required.
Note
When using trial products (such as personal edition license, trial XR license, or trial Mega service) on custom cameras or headsets, EasyAR Sense will stop responding 100 seconds after each startup (the duration can be adjusted via EasyAR Business upon approval for Mega users). Using the paid version of EasyAR Sense and the paid EasyAR Mega service does not have this restriction.
Verify When Build
Verify the license Key during the Unity project build process.
When this option is enabled, the Unity project build process will verify the license Key. If the license is invalid on the build platform or does not include the package name set in Unity Player Settings, the build process will fail. If you need to use a license key configured elsewhere or need to modify the package name after the Unity build process, you can disable this option.
Lib variants
EasyAR Sense library variant configuration.
EasyAR Sense License
EasyAR Sense License related configurations.
LicenseKey
EasyAR Sense License Key. A valid license is required to use EasyAR features.
Can be left empty only when manually initializing EasyAR Sense via the interface.
Note
When using on head-mounted display devices (Vision Pro, XREAL, Pico, Rokid, etc.), an EasyAR XR License is required.
Note
When using trial products (such as personal edition license, trial XR license, or trial Mega service) on custom cameras or headsets, EasyAR Sense will stop responding 100 seconds after each startup (the duration can be adjusted via EasyAR Business upon approval for Mega users). Using the paid version of EasyAR Sense and the paid EasyAR Mega service does not have this restriction.
Verify When Build
Verify the license Key during the Unity project build process.
When this option is enabled, the Unity project build process will verify the license Key. If the license is invalid on the build platform or does not include the package name set in Unity Player Settings, the build process will fail. If you need to use a license key configured elsewhere or need to modify the package name after the Unity build process, you can disable this option.
Permissions
Application permission configuration. Usually recommended to keep default settings.
Except for camera permissions, other permission configurations cannot be changed and are determined by other feature configurations.
| Permission | Editable | Enable condition | Description |
|---|---|---|---|
Camera |
Yes | Camera permission, required for using camera devices | |
AndroidMicrophone |
No | Variant is VideoRecording | Microphone permission, required for screen recording features |
Location |
No | Imported Mega support package | (Fine) Location permission, required for using EasyAR Mega |
Unity XR
Unity XR framework (AR Foundation, etc.) related configurations.
AR Foundation support
AR Foundation support switch. Recommended to keep enabled.
In rare cases, such as needing to use AR Foundation 4 or AR Foundation updates causing compilation errors, you can turn off this option. However, all AR Foundation-related features within the plugin will be disabled simultaneously.
Note
After modifying this option, scripts will automatically recompile.
Unity XR auto switch
Automatic switching functionality for Unity XR objects (such as AR Foundation).
Editor: Editor mode optionsDisable AR session: When an ARSession exists, disable AR Foundation's ARSession during editing.
Player: Runtime mode optionsEnable: Enable runtime control. Note: When this option is off, components disabled in edit mode will not be restored at runtime.Enable if desktop: Enable on Windows/Mac.Enable if mobile AR on startup: Enable when the switcher starts if the loader for mobile AR (ARKit/ARCore) is active. Typically requiresInitialize XR on Startupin XR Plug-in Management to be checked.Disable if non mobile AR post startup: Disable when the switcher starts if other loaders besides mobile AR (ARKit/ARCore) exist but none are active. Typically used whenInitialize XR on Startupin XR Plug-in Management is unchecked.Restore AR session when disabled: When functionality is disabled, restore (enable) all disabled AR Foundation ARSessions (regardless of whether they were disabled by EasyAR). This option is typically used to restore components disabled during editing.
Detailed functional description can be found in Unity XR auto switch.
Mega
EasyAR Mega feature configuration.
InertialCameraDevice support
Read-only option showing whether inertial guidance is available under current configuration and ONNX runtime information.
If the displayed information does not meet requirements, modify the Lib variants and ONNX runtime (bundled) options as needed.
Mega block > Localization service access [global]
Global Mega Block localization server configuration.
Mega landmark > Localization service access [global]
Global Mega Landmark localization server configuration.
Spatial map
EasyAR spatial map feature configuration.
Service access [global]
Global sparse map server configuration.
Image tracking
EasyAR image tracking feature configuration.
Target gizmo
Gizmos configuration for ImageTarget in the editor.
Enabling these options will display corresponding gizmos in the Unity Editor. If there are too many such targets in the scene, it may affect editor startup performance. Runtime performance on devices will not be affected.
Enable image file: Enable Gizmos for targets where ImageTargetController.Source type is ImageTargetController.ImageFileSourceData.Enable target data file: Enable Gizmos for targets where ImageTargetController.Source type is ImageTargetController.TargetDataFileSourceData.Enable target: Enable Gizmos for targets where ImageTargetController.Source type is ImageTargetController.TargetSourceData.Enable texture 2D: Enable Gizmos for targets where ImageTargetController.Source type is ImageTargetController.Texture2DSourceData.
Cloud recognition (CRS) > Service access [global]
Global cloud recognition server configuration.
Object tracking
EasyAR object tracking feature configuration.
Target gizmo
Gizmos configuration for ObjectTarget in the editor.
Enable: Enable Gizmos.
Third-party libraries
Third-party library configuration.
ARCore SDK configuration
ARCore SDK configuration.
ARCore provides motion tracking capabilities on some Android devices. Read Motion Tracking and EasyAR Features to understand the relationship between EasyAR features and motion tracking, and whether and when to use ARCore.
AR Foundation Or Optional: The ARCore SDK distributed with EasyAR orAR Foundationwill be included in the application, determined by ARCore XR Plugin settings. This option is generally recommended as it automatically handlesAR Foundationscenarios.Optional: ARCore features can be used on devices supporting ARCore with Google Play Services for AR installed.Required: The application will only run on devices supporting ARCore with Google Play Services for AR installed.External: Use this option if distributing ARCore SDK viaAR Foundationor other sources. The ARCore SDK distributed with EasyAR will not be used. This option can also exclude ARCore SDK entirely from the application.
Caution
If ARCore SDK is set to Required, or if Requirement is set to Required in AR Foundation's ARCore configuration, and the packaged application is installed on a device that does not support ARCore, the device will incorrectly report ARCore as available and run with ARCore. This creates a false impression that these devices are running ARCore but malfunctioning (black screen or other abnormalities), which is incorrect.
This occurs because Google Play Store prevents installing apps marked as requiring ARCore on unsupported devices, so such apps always assume they run on supported devices.
Under normal configuration, these devices will detect ARCore as unsupported during session assembly and use EasyAR features instead.
For detailed explanations of Optional and Required, and other configurations required for Google Play Store submission, refer to Google's documentation (Mainland China, International).
Note
In EasyAR Sense Unity Plugin, the library files and configurations required for ARCore support are included in the plugin package. However, to run on mobile phones, Google Play Services for AR must be installed on the device.
Three sources of ARCore SDK are available:
Using the ARCore SDK distributed with the plugin
The plugin integrates an ARCore SDK version. For details, refer to ARCore, AR Engine Version Compatibility. When using EasyAR's ARCore wrapper, importing AR Foundation separately is optional.
Using AR Foundation's ARCore SDK
If using AR Foundation's ARCore SDK, configure it according to Google's instructions (Mainland China, International). In this case, the
ARCore SDKoption must be set toAR Foundation Or OptionalorExternal.Using other ARCore SDKs
If other third-party plugins or projects distribute ARCore SDK, these can also be used. Set the
ARCore SDKoption toExternaland configure according to the specific plugin or project requirements.
Warn 32-bit-only ARCore-enabled build
According to Google, ARCore will not function properly on arm64 devices running applications with only armv7 library files. A warning will appear during packaging if ARM64 is not selected:

Modify project configuration to use IL2CPP compilation and enable ARM64 support.

Caution
If absolutely necessary, select Continue and don't warn me again or disable this option to skip the check during packaging. Disabling the check only suppresses the packaging prompt but may cause runtime exceptions on some devices, including crashes or black screens.
AR Engine SDK configuration
AR Engine SDK configuration.
AR Engine provides motion tracking capabilities on some Android devices. Read Motion Tracking and EasyAR Features to understand the relationship between EasyAR features and motion tracking, and whether and when to use AR Engine.
AREngineInterop: AREngineInterop available. The AR Engine SDK distributed with EasyAR will be included in the application.External: AREngineInterop available. The AR Engine SDK distributed with EasyAR will not be used.Disabled: AREngineInterop unavailable. The AR Engine SDK distributed with EasyAR will not be used. All AR Engine-related features will be disabled.
ONNX Runtime (Bundled)
Whether to use the bundled ONNX runtime. Only effective when Lib Variant is Full.
To use a different ONNX version, obtain an updated version from the official ONNX source and disable this option. Using self-compiled binary-incompatible ONNX may cause unknown errors.
Workaround for Unity
Workarounds for Unity bugs or unreasonable behavior.
GenerateXMLDoc
Generates XML documentation during script reload to enable API doc intelliSense.
URP17RG_DX11_RuinedScene
Workaround for URP 17 Render Graph DX11 scene rendering corruption. Disabled in Unity 6.2+.
URP17RG_IOS_Glitches_Partial
Partial workaround for Unity Issue UUM-87787.
Issue summary: When obtaining camera textures from EasyAR (as used in examples like ImageTracking_Coloring3D and ARSession workflow (CameraDevice)), visual glitches and artifacts are observed on iOS/Mac devices. We have reproduced this issue in a pure Unity package and reported it to Unity: Glitches on iOS with AR Camera Image Rendering (URP 17 render graph). Track progress via Unity Issue UUM-87787 and future Unity release notes.