Contribute
DisplayXR is open source and vendor-neutral. Whether you want to add a feature, an extension, or a new platform, here's how the project is laid out and where to start.
Understand the design first
Where the code lives
DisplayXR is a multi-repo project under the DisplayXR org. External contributors PR directly against the relevant repo.
Core
Engine plugins
displayxr-unityUnity engine plugin (UPM package) with eye-tracked stereo rendering, sample scenes, and standalone editor preview.
displayxr-unrealUnreal Engine plugin (UE 5.3+) with eye-tracked Kooima stereo, camera- and display-centric rigs, Blueprint components, material expression nodes, and zero-copy atlas handoff. Windows, macOS, Android.
Libraries & tools
kooima-projectionOff-axis frustum projection math library for spatial display rendering.
displayxr-mcpTiny embeddable Model Context Protocol server framework, plus the DisplayXR MCP Tools installer that end users download to opt in to AI-agent / voice control. The framework lets the runtime, the reference shell, and any third-party workspace controller expose live spatial state and control to AI agents (Claude Code, voice CLIs, custom drivers); the installer writes a registry capability flag the runtime and shell read at startup.
Demo apps
Key decisions (ADRs)
Architecture Decision Records capture why the runtime is built the way it is. A few you'll want before touching the pipeline — the full set is in docs/adr.
Add a feature, extension, or platform
The deep guides live in the runtime repo; these are the entry points. (Writing a plug-in for a 3D-display panel instead? See the Display Vendors guide.)
Pick up an issue
Runtime dev issues live in the runtime repo; external contributors open a PR directly against it. New here? Filter for good first issue.