Getting Started with Snapdragon Spaces™
XR Developer Platform

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Build the reality you imagine

Qualcomm Technologies provides over 14 years of XR research and innovation for you to lean in to. Start developing 3D apps for XR glasses that benefit from robust machine perception, environmental and user understanding.

Open ecosystem, endless possibilities

With Snapdragon Spaces that supports Open XR, you can build an ecosystem that includes global operators, smartphone OEMs, 3D engines, and immersive XR content.

Accelerate your journey into XR

Bring your XR ideas to life quicker with familiar 3D tools, workflows, and app portability of 3D engines from Epic Unreal Engine 4 and Unity AR Foundation.

Curriculum & Course Structure

In Getting Started with Snapdragon Spaces™ XR Developer Platform, you will learn how to build and run immersive experiences using Snapdragon Spaces features. The course will guide you from how to set up the right environment to running your samples using Dual Render Fusion, Hand Tracking and Local Anchors.


Unity Development Experience


1.1 What is Snapdragon Spaces?
1.2 Features overview
1.3 Registering as a Snapdragon Spaces Developer
1.4 Where to buy the DevKit?
2.1 Running the Samples
2.2 Best practices and FAQs
3.1 Prerequisites
3.2 Folder Structure
3.3 Package Manager Importing the SDK packages
3.4 Open XR Setup and Validation Page
4.1 Dual Render Fusion overview
4.2 Importing the extra package
4.3 Importing the samples
4.4 Run OpenXR project validation again
4.5 Setup the Unity Editor for a testing environment with Dual Render Fusion
4.6 Build and run Hello DRF
5.1 Start with an empty project
5.2 Setup the minimum required components to build your first app
5.3 Test in Editor using the XR Device Simulator
5.4 Build and Deploy to the DevKit
6.1 Import the Samples
6.2 Add them to the build window
6.3 Quick overview: What Features are supported in what demo scene?
• Local Persistent Anchors
• Image Tracking
• Hit Testing
• Plane Detection
• Camera Frame Access
• Spatial Mapping / Meshing
• XR Interaction Toolkit
7.1 Hand Tracking Overview
7.2 Hand Tracking Import
7.3 Hand Tracking Samples
7.4 Use XR Device Simulator to test Hand Tracking in the Unity Editor
7.5 Build and Run

What You'll Learn

Learn how to set up the right environment to running your samples using Dual Render Fusion, Hand Tracking and Local Anchors.

✓   Introduction to Snapdragon Spaces SDK: Discover the features of Snapdragon Spaces and the process of becoming a registered developer.

✓   Snapdragon Spaces Hardware Kit: Learn to set up and utilize the Development Kit with best practices and sample applications.

✓   Unity Development Environment: Master the setup process, including folder organization, SDK package importing, and OpenXR configuration.

✓   Dual Render Fusion in Unity: Gain expertise in integrating headworn XR into mobile apps using Dual Render Fusion technology.

✓   Creating with Snapdragon Spaces: Build your first XR application with the 'Hello Cube' example and explore core Snapdragon Spaces features like Image Tracking, Plane Detection, and Spatial Mapping.

✓   Advanced Features and Hand Tracking: Delve into advanced Snapdragon Spaces capabilities including Hand Tracking and using the XR Interaction Toolkit for immersive experiences.

Developer Spotlight 

See how companies, brands and agencies use Snapdragon Spaces to innovate and bring their ideas for headworn AR, MR and VR use cases to life.
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Dingolé Snapdragon Spaces


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What Our Alumni are saying

  • “I can't tell you how much XR Bootcamp changed my professional life / goals for business. Your program is amazing!”
    Chrıstıne Hill Hobbi
    Chief Strategist at ServiceAlliances
  • The course is really exciting and fascinating. It feels like we can use everything we learn here extensively in our projects.
    Davıd Martınez-Moreno
    XR Experiential Designer
  • I highly recommend XR Bootcamp for people trying to improve their VR/Unity skills. Their continuously growing list of courses caters to the needs of everyone.
    Uttam Grandhi
    VIrtual RealIty Software Engineer at NYU
  • The Master Class has been a great opportunity to learn from trainers who are doing some of the most interesting and cutting edge interactions possible on consumer VR today. We are regularly sending our developers to XR Bootcamp master classes to learn the latest XR tech stack.
    Matt Newport
    CTO, OssoVR
  • I was doing my work during the day and I could spend my evenings going through a lesson or doing an exercise and so on. I can see myself actually using a lot of this for any of my projects.
    Kevin Tan
    Irland Norway Unıversıty of Applied Sciences
  • I joined because I have had a huge interest in hand tracking and I know it's exactly the future; I knew this technology would also benefit our clients as well in the future. So I'm getting a head start on this technology to benefit our clients coming up.
    Josette Seitz
    XR Engineer at Accenture
  • Your hands' physics just rocks. 
    Diego fernandez-bravo

Getting Started with Snapdragon Spaces™ 

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