Start here: first check the Requirements to confirm your device is supported. If you are new to the tools, the Android build is the simplest starting point. The tutorials below are grouped by what you want to do: build and run the player, author test content, or explore use cases.
Getting started
- Read the model first. The Technical Analysis of MPEG-I Scene Description explains the Presentation Engine, MAF API, buffers and the glTF extensions the tools implement.
- Build the player. Clone rt-xr-unity-player (it pulls in rt-xr-gITFast as a submodule) and compile rt-xr-maf-native for the target platform; the MAF native library is built separately.
- Load a scene. Use the reference scenes in rt-xr-content (for example
studio_apartment/studio_apartment.gltffor media pipelines, video texture and spatial audio, or theanchoring/andgravity/scenes for anchoring and interactivity) and deploy them to the device. - Follow the changelogs. The player releases and Repositories on the project index track which parts of the scene-description format are implemented and what is in progress.
Build and run the player
- Compile the Unity project for Android smartphones: step by step instructions to compile the
rt-xr-unity-playerandrt-xr-maf-nativeprojects for Android smartphones. The compiled application loads glTF documents with support for MPEG glTF extensions. This is the simplest build to start with. - Compile the Unity project for Meta Quest 3: step by step instructions to compile the
rt-xr-unity-playerandrt-xr-maf-nativeprojects for Meta Quest 3. The compiled application loads glTF documents with support for MPEG glTF extensions.
Author test content
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Creation of MPEG-I Scene Description Test Assets: a collection of MPEG-I Scene Description test assets alongside instructions and insight into the use of the Blender glTF exporter to add a series of MPEG extensions which can later be played in the Unity Player.
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Usage of Blender glTF exporter and XR Unity Player: insight into the use of the Blender glTF exporter to add a series of MPEG extensions which can later be played in the Unity Player.
Authoring an XR scene from the content-creation side rather than the playback side: adding MPEG glTF extensions (anchoring, spatial audio, video textures) to a scene in Blender using a dedicated exporter add-on, then exporting it as glTF and loading it straight into the XR Unity Player to check how it looks.
Explore use cases
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Immersive 3D Media Message: an overview of different use cases related to VR, XR, 3D scenes and AR scenes. It also provides information on how to share 3D assets using 3GPP conforming messaging (MMS) and third-party applications.
Sharing 3D and AR assets the way you would share a photo: as an attachment to an MMS message or a third-party messaging app, packaged so a 3GPP messaging service can carry it, then opened and rendered in the XR player. Working examples include sharing a plain 3D model and sharing an AR-anchored model, for example a piece of furniture a viewer can place on their own floor before deciding whether it fits. A couple of further extensions, adding images inside a shared 3D asset and manipulating a placed AR model under anchoring constraints, are flagged in the tutorial as not yet implemented.
Developer Exchange
The YouTube channel hosts some practical videos provided by developers on the use of the Reference Tools.
The videos below are demonstrations and walkthroughs, not step-by-step setup guides; for setup, follow the tutorials above. Some of the videos are also available here:
XR Media with MPEG-I Scene Description at IBC 2025
News on XR Unity Player - Developer Exchange
Using the Blender glTF exporter with the XR Unity Player - Developer Exchange
XR Player supported by 5G-MAG Reference Tools - Developer Exchange