Smart Glasses SDK and App Directory 2026

Published

This is a living reference page listing every available SDK, developer platform, and app ecosystem for smart glasses development in 2026. Whether you want to build a simple notification app or a full spatial computing experience, this directory points you to the right tools.

If you are choosing hardware rather than looking up a specific SDK, start with our smart glasses developer-platform guide, which compares what each platform can realistically build and where its current limitations are.

Meta Wearables Developer Platform

Target hardware: Compatible Ray-Ban Meta and Oakley Meta AI glasses, with capabilities depending on model URL: developers.meta.com/wearables Status: Developer platform with access, review, hardware, country, and API restrictions

What It Includes

The Meta Wearables platform lets mobile apps extend selected experiences to compatible glasses. Developers should treat the current documentation and account console as the source of truth because public APIs, supported devices, and distribution rules can change.

Device Access Toolkit (DAT)

  • Platform: iOS and Android native SDKs
  • Purpose: Connect approved mobile-app experiences to supported glasses capabilities
  • Accessibility uses documented by Meta: remote visual assistance, object and text help, and hands-free app workflows
  • Languages: Swift/Objective-C (iOS), Kotlin/Java (Android)
  • Access: Registration and current Wearables Developers Center requirements apply

Do not assume that DAT provides unrestricted raw camera access, arbitrary display rendering, EMG access, or a general app store. Those capabilities depend on the exact API, glasses model, permissions, and distribution status documented for the developer account.

Accessibility Applications and Status

ExperienceWhat Meta documentsStatus to verify before building or buying
Be My EyesHands-free calls to volunteers, trusted contacts, and participating service-directory organizationsConsumer feature availability varies by glasses, account, and region
AiraProfessional visual interpreters can receive the wearer’s point of viewMeta describes an early DAT integration; verify current Aira access and plan
OOrionObject locating, text reading, obstacle-related information, and audio guidanceMeta describes an early DAT experience; do not present it as a mobility replacement
Catalyst grant appsSelected organizations are integrating apps with DATAnnounced for later 2026, not automatically shipping features

Be My Eyes is a user-facing service as well as an ecosystem integration. Aira is a professional remote visual-assistance service. OOrion is an AI accessibility application. They should not be collapsed into one generic navigation-app category.

Getting Started

  1. Sign up at developers.meta.com/wearables
  2. Access the Wearables Developers Center
  3. Confirm that the required input, output, and device model are supported
  4. Build and test using provided sample apps
  5. Request and document only the permissions needed for the task
  6. Test with the phone locked, network unavailable, camera obstructed, and audio in a noisy environment
  7. Follow Meta’s current review and distribution process

Key Limitations

  • APIs and review rules can change
  • Availability depends on supported countries and account eligibility
  • Camera and microphone permissions involve both the wearer and people nearby
  • Audio-only and display glasses expose different interface possibilities
  • Distribution remains tied to Meta’s ecosystem and current policies
  • Accessibility apps require screen-reader, large-text, voice-control, limited-dexterity, poor-connectivity, and error-recovery testing

Privacy and Camera Requirements

An accessibility app may handle faces, home interiors, medicine labels, documents, location, or conversations. Request the narrowest camera, microphone, location, and storage permissions possible. Tell users when data is processed on the phone or in the cloud, how long it is retained, and whether it is used for model training. Provide a non-camera fallback when the task permits it.

Developers should never market object recognition as dependable collision avoidance. If an app offers navigation context, state the GPS, indoor, latency, and field-of-view limits prominently. Our navigation safety guide and accessibility decision guide define those boundaries.

Snap Lens Studio (for Spectacles/SPECS)

Target hardware: Snap Spectacles (2024 developer edition), SPECS (2026 consumer) URL: ar.snap.com and developers.snap.com/spectacles Status: Generally available

What It Includes

Lens Studio

  • Platform: Desktop application (macOS and Windows)
  • Purpose: Full AR development environment for Snapchat, Camera Kit, and Spectacles
  • Languages: TypeScript (Lens scripting)
  • Features: 3D scene editor, physics engine, shader editor, asset library, simulation/preview

Spectacles-Specific APIs

  • Hand tracking
  • Spatial anchors
  • World query (surface detection, spatial mapping)
  • Depth sensing
  • Voice input (ASR - automatic speech recognition)
  • Location services
  • WebView for web content integration

Spectacles Interaction Kit (SIK)

  • Purpose: Pre-built interaction patterns for AR on glasses
  • Features: Gesture recognition, object manipulation, spatial selection, ray casting
  • URL: Spectacles Interaction Kit docs

UI Kit

  • Purpose: Interface components designed for glasses display
  • Features: Panels, buttons, lists, text rendering optimized for small FOV

SyncKit

  • Purpose: Real-time multiplayer experiences
  • Features: Shared spatial anchors, synchronized state, multi-user sessions

Spectacles Mobile Kit

Getting Started

  1. Download Lens Studio from ar.snap.com
  2. Create a Snap developer account
  3. Set simulation mode to Spectacles
  4. Follow the official templates and tutorials
  5. Test in simulator, then deploy to hardware via Snapchat
  6. For SPECS: obtain hardware ($2,195) or use the developer program

Key Limitations

  • Spectacles-only APIs do not run on Snapchat mobile
  • Hardware availability is limited and expensive
  • Battery life of SPECS limits session length to approximately 4 hours
  • Distribution is through Snap’s ecosystem only

Xreal SDK 3.0

Target hardware: Xreal Air 2, Air 2 Ultra, Air 2 Pro, and newer models URL: developer.xreal.com/download and docs.xreal.com Status: Generally available (v3.0.0)

What It Includes

XREAL SDK 3.0

  • Platform: Unity integration via XR Plugin framework
  • Purpose: Build mixed reality experiences for Xreal wearable displays
  • Languages: C# (Unity)
  • Supported host platforms: Android, Windows PC

Features:

  • 6DoF head tracking
  • Plane detection
  • Image tracking and recognition
  • Spatial anchors
  • Hand tracking (supported models)
  • Meshing (spatial mapping)
  • Unity XR Interaction Toolkit compatibility

Getting Started

  1. Install Unity (2021.3 LTS or newer recommended)
  2. Download XREAL SDK 3.0 from developer.xreal.com/download
  3. Import the SDK package into your Unity project
  4. Configure for Android or PC target
  5. Use Unity’s XR Plugin Management to enable XREAL provider
  6. Build and deploy to connected device with Xreal glasses attached

Key Limitations

  • Glasses are tethered (require connected phone or PC)
  • Your app runs on the host device, not the glasses themselves
  • Performance depends on the connected device’s GPU
  • Limited standalone capability without Beam Pro accessory
  • Smaller developer community than Meta or Snap

Even Realities Even Hub SDK

Target hardware: Even Realities G2 URL: hub.evenrealities.com Status: Generally available

What It Includes

Even Hub SDK

  • Platform: Web-based development (runs as plugins in the Even Realities app)
  • Purpose: Build utility applications for the G2’s dual micro-LED displays
  • Languages: JavaScript/TypeScript
  • Display: Monochrome green, 4-bit (16 shades)

Device APIs:

  • Touchpad inputs (both temples)
  • R1 ring input
  • IMU (inertial measurement unit) data
  • Microphone capture
  • Location services
  • Photo picker / camera capture (from phone, not glasses)
  • Device and user info
  • Local storage

Getting Started

  1. Sign up at hub.evenrealities.com/login
  2. The Even Realities phone app automatically enables developer features when your hub account is linked
  3. Create a new project using the SDK template or from scratch
  4. Build and test in the simulator
  5. Sideload to hardware via QR code scanning
  6. Submit for publication through Even Hub’s review process

Key Limitations

  • Monochrome green display with 16 shades only
  • No camera on the glasses (cannot build visual AI apps)
  • G2 only (G1 does not have the developer platform)
  • Relatively new platform with growing documentation
  • Distribution through Even Hub review process

Design Considerations

Source assets must be greyscale (hardware tints them green). Design for glanceable information: short text, simple icons, minimal interaction. The display is not for complex UIs or media content.

Android XR SDK

Target hardware: Samsung Galaxy XR headset, upcoming AI Glasses (Samsung Galaxy Glasses), wired XR glasses URL: developer.android.com/xr and developer.android.com/develop/xr Status: Mixed maturity. ARCore for XR, Runtime, and SceneCore are 1.0.0-beta02. XR Compose, Glimmer, and Projected remain alpha.

Component maturity, August 2026

Android XR libraryCurrent releaseChannelWhat the label means
ARCore for Jetpack XR1.0.0-beta02BetaAPI surface is stabilizing, not GA
XR Runtime1.0.0-beta02BetaCore lifecycle/runtime APIs are stabilizing, not GA
Jetpack SceneCore1.0.0-beta02BetaCore scene APIs are stabilizing, not GA
Jetpack Compose for XR1.0.0-alpha17AlphaBreaking changes remain possible
Jetpack Compose Glimmer1.0.0-alpha17AlphaAI-glasses UI toolkit remains experimental
Jetpack Projected1.0.0-alpha11AlphaProjected-device APIs remain experimental

The Android XR SDK does not have one honest platform-wide maturity label. A project can depend on Beta 2 runtime and perception libraries while still depending on alpha UI or projected-glasses components. Beta means API stabilization, not a production-stable or GA release.

What It Includes

Android XR SDK

  • Platform: Android Studio
  • Purpose: Build apps for XR headsets, wired XR glasses, and AI glasses
  • Languages: Kotlin, Java
  • Frameworks: Jetpack Compose for XR, standard Android APIs

Key Features:

  • Existing 2D Android apps work by default (displayed as panels in 3D space)
  • Jetpack Compose for XR for spatial UI
  • Android Studio emulator for testing without hardware
  • Support for immersive (full 3D) and augmented (overlaid) experiences
  • Unity and Unreal Engine integration paths

Form Factor Targets:

  • Headsets (immersive experiences)
  • Wired XR glasses (augmented experiences)
  • AI Glasses (lightweight augmented, notification-style experiences)

Getting Started

  1. Install Android Studio (latest stable or canary with XR support)
  2. Select the exact AndroidX XR versions for the target form factor
  3. Set up the XR emulator
  4. Use existing Android app as starting point or create new XR project
  5. Add spatial features progressively, accounting for Compose for XR’s alpha status
  6. Test in emulator (no hardware available for consumers yet)

Key Limitations

  • No consumer hardware shipping yet (expected late 2026 or 2027)
  • Core Beta 2 APIs are stabilizing, while Compose, Glimmer, and Projected APIs remain subject to alpha-stage change
  • Emulator-only testing does not capture real-world performance
  • Multiple form factors mean testing across configurations is complex
  • Early ecosystem with limited third-party resources

Google’s AI-glasses setup guide can prescribe an older tested combination than the newest AndroidX release index. Follow the form-factor-specific setup page for a working dependency set, then validate upgrades component by component. Do not mix the newest version of every artifact and assume compatibility.

Brilliant Labs Frame (Open Source)

Target hardware: Brilliant Labs Frame URL: github.com/brilliantlabs (GitHub repositories) Status: Generally available, open source

What It Includes

Open Source Stack:

  • Firmware: MicroPython on nRF52840 (open source on GitHub)
  • Communication: Bluetooth LE
  • Camera: Accessible for custom computer vision
  • Display: Small OLED, programmable
  • AI: Noa assistant (optional cloud AI), or bring your own

Languages: MicroPython (on-device), Python (companion apps), any language for BLE communication

Getting Started

  1. Purchase Frame hardware (~$349)
  2. Clone the GitHub repositories
  3. Set up MicroPython development environment
  4. Flash custom firmware or modify existing
  5. Build companion apps that communicate via BLE
  6. Full hardware documentation available in the repos

Key Limitations

  • Small developer community
  • Limited commercial distribution path
  • Battery life approximately 3-4 hours
  • Small display limits visual output
  • More prototyping platform than consumer product

Comparison Matrix

PlatformLanguageDisplay TypeCamera AccessStandalone?Hardware Available?Price
Meta WearablesJS/Swift/KotlinMono greenNo (SDK)No (phone req)Yes$299-$549
Snap Lens StudioTypeScriptFull color 51 FOVYesYesYes ($2,195)$2,195
Xreal SDK 3.0C# (Unity)Full colorModel-dependentNo (tethered)Yes$399+
Even HubJS/TSMono green 4-bitNo (no camera)No (phone req)Yes$599
Android XRKotlin/JavaTBDTBDTBDNoTBD
Brilliant LabsMicroPythonSmall OLEDYesPartialYes~$349

Additional Tools and Resources

Accessibility Design Checks

At minimum, evaluate voice-only completion, screen-reader compatibility in the companion app, captioning, control reach, error recovery, battery warnings, loss of network, camera-framing feedback, and privacy in shared spaces. Include blind and low-vision users in task design and testing. A vendor announcement is not independent evidence that an experience is accessible.

Camera Kit (Snap)

Purpose: Embed Snap AR experiences in third-party iOS and Android apps URL: ar.snap.com/camera-kit Relevance: Lenses built in Lens Studio can run in your own app, not just Snapchat

Unity XR Interaction Toolkit

Purpose: Cross-platform XR interaction framework URL: Via Unity Package Manager Relevance: Works with Xreal SDK and can target multiple XR devices from one codebase

WebXR

Purpose: Browser-based XR experiences Relevance: Some smart glasses with browser support can run WebXR content. Not a primary development target but useful for prototyping.

OpenXR

Purpose: Cross-platform XR API standard from Khronos Group Relevance: Xreal SDK 3.0 builds toward OpenXR compatibility. Android XR uses OpenXR as a foundation. Important for cross-device development long term.

Choosing Your Development Path

Fastest to prototype: Brilliant Labs Frame (open source, flash and go) Largest potential audience: Meta Wearables or Android XR (when hardware ships) Most capable spatial computing: Snap Lens Studio with Spectacles Simplest utility apps: Even Realities Even Hub Best Unity integration: Xreal SDK 3.0 Best long-term platform bet: Android XR SDK

FAQ

Which SDK should I learn first if I am new to smart glasses development?

Start with the platform whose hardware you can actually obtain and whose programming language you already know. If you are a web developer, Even Hub is a natural fit. If you know native iOS or Android, evaluate Meta DAT against the exact capability you need. If you know Unity/C#, start with Xreal. If you want the most capable AR platform regardless of cost, learn Lens Studio (TypeScript).

Can I publish apps to multiple smart glasses platforms from one codebase?

Not currently. Each platform has its own SDK, APIs, and distribution system. The closest to cross-platform is using Unity for Xreal and eventually Android XR, since both support Unity integration. For information display apps, you could share backend logic but would need separate frontends for each platform.

Do any of these platforms support monetization or in-app purchases?

None have mature monetization systems comparable to iOS App Store or Google Play. Snap allows paid Lenses on Snapchat. Meta and Even Realities do not currently offer in-app purchase mechanisms for glasses apps. Enterprise distribution with custom pricing agreements is the primary revenue model for now.

How active are the developer communities?

Snap has the largest and most active community due to years of Lens Studio development for Snapchat. Xreal has a growing community around Unity XR. Meta’s glasses developer community is new but growing fast given the installed hardware base. Even Hub is the newest with the smallest current community. Android XR will likely grow rapidly once hardware ships.

Are there smart glasses hackathons or developer events?

Snap regularly sponsors AR development events and Lens-a-thons. Meta hosts developer conferences (Meta Connect) with glasses sessions. AWE (Augmented World Expo) features smart glasses development workshops annually. Even Realities is beginning to host developer-focused events around Even Hub.

Can I build accessibility apps for smart glasses?

Yes, but available inputs and outputs vary by platform and model. Meta documents Be My Eyes, Aira, and OOrion experiences around DAT. Check the current SDK for exact camera, audio, display, permission, review, and regional constraints. Do not describe a route or object-recognition app as a replacement for a white cane, guide dog, or mobility training.

Sources