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We’re excited to announce that native Daydream support is available as of today! It brings a more streamlined workflow, significant optimizations and reduced latency beyond the Google VR SDK for Unity released at Google I/O. No prefabs, scripts or manual manifest modifications are required to get started – simply enable VR and add Daydream as a targeted platform and begin making your own virtual worlds.

Unity’s native support for Daydream aims to solve the hard problems for you. To get optimal performance and latency from the platform we have done a deep integration with the Daydream SDK to leverage the platform’s asynchronous reprojection and VR performance mode. We have also made it easy to switch in and out of VR mode so that your applications can easily expand to the Google VR audience.

Not targeting just Daydream hardware? You can also have your application target Google Cardboard with native support. Applications which target Cardboard will work on older devices so that your application can reach as many users as possible. At this time, Cardboard support is exclusive to Android with iOS Cardboard support coming soon.

You can find more information and download the Technical Preview here. For questions or feedback head over to the new Daydream forum.

Google has also created a Unity SDK which expands Unity further by providing spatialized audio, Daydream controller support, utilities and samples. Please see the script reference and download pages for more details.

Getting Started

If you are ready to get started below is a step by step guide covering the basic configuration steps.


Make sure to install the Unity Daydream technical preview.  The Download Assistant will install the Editor, Android Player and Offline documentation.  This can be downloaded from the Technical preview page here.

Additionally Daydream requires the latest version of Android Development platform and the Android API SDK version 24 (AKA Nougat).  If you don’t already have Nougat it can be found on the Google Android developer site here.  You will also need a Daydream enabled phone. You can get a devkit setup by following Google’s guide here.

Configuration Steps

  1. Start the Unity Editor
  2. Create new project.
  3. Navigate to Edit -> Project Settings and switch the active player type from Standalone to Android (Box 1 in figure below)
  4. Check the ‘Virtual Reality Supported’ (Box 2 in figure below).image02
  5. Select the + icon under the list of VR Devices then select Daydream from the list. Note: If you add device ‘None’ as the first device in the list Unity will start as a normal application and can be toggled into VR through script.image01
  6. [Optional] Select the arrow next to Daydream device to expand the Daydream options panel. Here you can adjust depth format, foreground, background icons and toggle on/off Sustained Mode. Sustained Performance Mode can be enabled for longer VR experiences by providing improved better battery life at the cost of some reduced performance.image00
  7. Daydream requires the latest player APK. To ensure Unity uses the correct APK and targets only devices upgraded to the latest version of Android the Minimum API Level must be changed. This option is under the Identification section of Player Settings.image03
  8. With the Android Player Settings now configured you are now ready create your Unity content for Daydream. Build & Run to a Daydream capable phone following the same workflow you would for normal Android Development.  



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  1. Is OpenVR also included in SDKs list? Or do we need to download different Unity version for that?

  2. Support of cardboard should be in release unity 5.5?

  3. Hi, Scott
    Exciting stuff! Really happy that my chosen platform (Unity) is still leading the way :)

    How can one build a binary for Google Cardboard, taking advantage of the “asynchronous reprojection and VR performance mode” but still have magnetic switch/button support?
    (and ideally also Daydream support — but that last OP response says you guys (Unity and Google) are working on this part.)

    [EDIT] I originally wrote background to the question here but realized Unity Answers might be the better place so I’ll post a link to my question there:


  4. Now this is some great news, native Cardboard and DayDream support, awesome! Is there a way to have your app non-vr and switch to cardboard or daydream in the same app? Or am I saying something stupid? I don’t know if cardboard and daydream apps both appear in the same Google Playstore, but if they do, this would be a need thing. If you have cardboard you can choose that in app, and if your lucky to have a daydream compatible device, you can choose this option. Of course the interface is up to me, but the platform support for both available in one app would be nice. If so, how does it work to switch?

    1. Yes, you can certainly make an app which targets both VR and non-VR. If you would like your game to launch in non-VR just put “None” as the first entry in “Virtual Reality SDKs”. You can then load the Daydream VR through scripting API

      This allows you to give user explicit control of when to enter VR.

      1. Yes I did read about non-vr and vr, but not about non-vr and both cardboard and daydream support as well. Is this possible? So my non-vr app can switch to cardboard and daydream support.

        1. Interesting question, I would also like to know if you with one app can support cardboard and DayDream on Android?

  5. Sounds good! iOS Cardboard support is needed–looking forward to it!

  6. If you are looking for any Cardboard, Vive, or Rift tutorials check out

    We have free tutorials for Unity development across all VR platforms!

  7. That’s cool, but what about Vulkan? It was said on GDC 2016 that Vulkan will arrive with Daydream.

  8. Cool, right in time, and I love that you’re not forgetting Cardboard! We are creating a touchscreen-first game with an optional VR experience, so we appreciate that. However, do we have to target API Level 24 (Nougat) just to get optional Daydream support? Can’t you just let us target a lower level (19 or at least 21), and then we enable Daydream support if the player’s device supports it (and, by implication, is running Nougat or higher)?

    Because at the moment, the install base of Nougat is 0. ;-)

    1. Good question. If you are targeting Cardboard 19 is valid, if you do want to leverage Daydream (async reprojection, controller support, etc) you will need 24.

      1. You didn’t actually answer Wendelin’s question, which was can we make a single Cardboard-or-Daydream app that targets 19 for Cardboard and only uses API level 24 if you activate Daydream features in code?

        1. Yes it is possible to create a single apk targeting non-vr, Cardboard and Daydream all in one however at this time it requires targeting level 24 to leverage Daydream. We are currently working with Google to provide further direction and tutorials to enable you to target older API version and achieve this. We will add info to the daydream forum when this is available.

      2. As Don asked, can one app support both or is it recommended to make two different apps if you want to support as many Android versions as possible regarding VR?