Smart Glasses SDK and App Directory 2026: Every Developer Platform in One Place
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.
Meta Wearables Developer Platform
Target hardware: Ray-Ban Meta, Ray-Ban Display, Oakley Meta HSTN URL: https://developers.meta.com/wearables/ Status: Developer Preview (open enrollment)
What It Includes
The Meta Wearables platform provides two primary build paths:
Device Access Toolkit (DAT)
- Platform: iOS and Android native SDKs
- Purpose: Extend mobile apps to push content to glasses display
- Features: Notifications, custom display cards, EMG gesture input (via Neural Band), voice commands
- Languages: Swift/Objective-C (iOS), Kotlin/Java (Android)
- Download: Available via the Wearables Developers Center after registration
Web Apps for Display
- Platform: Web technologies (HTML/CSS/JS)
- Purpose: Build lightweight experiences that run on the glasses display
- Features: Glanceable information, interactive cards, simple navigation
- Starter Kit: Available on GitHub via Meta’s developer portal
- Languages: JavaScript, HTML, CSS
Getting Started
- Sign up at developers.meta.com/wearables/
- Access the Wearables Developers Center
- Download the Device Access Toolkit SDK or Web App Starter Kit
- Build and test using provided sample apps
- Submit for review when ready to distribute
Key Limitations
- Developer preview means APIs may change
- Only available in AI glasses supported countries
- Cannot access raw camera feed through public SDK
- Display is monochrome green, small field of view
- Distribution limited to Meta’s ecosystem
Snap Lens Studio (for Spectacles/SPECS)
Target hardware: Snap Spectacles (2024 developer edition), SPECS (2026 consumer) URL: https://ar.snap.com/ and https://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: https://docs.snap.com/spectacles/spectacles-frameworks/spectacles-interaction-kit/get-started
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
- Purpose: Communication between mobile apps and Spectacles Lenses via BLE
- URL: https://www.developers.snap.com/spectacles/spectacles-frameworks/spectacles-mobile-kit/getting-started
Getting Started
- Download Lens Studio from ar.snap.com
- Create a Snap developer account
- Set simulation mode to Spectacles
- Follow the official templates and tutorials
- Test in simulator, then deploy to hardware via Snapchat
- 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: https://developer.xreal.com/download and https://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
- Install Unity (2021.3 LTS or newer recommended)
- Download XREAL SDK 3.0 from developer.xreal.com/download
- Import the SDK package into your Unity project
- Configure for Android or PC target
- Use Unity’s XR Plugin Management to enable XREAL provider
- 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: https://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
- Sign up at hub.evenrealities.com/login
- The Even Realities phone app automatically enables developer features when your hub account is linked
- Create a new project using the SDK template or from scratch
- Build and test in the simulator
- Sideload to hardware via QR code scanning
- 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: https://developer.android.com/xr and https://developer.android.com/develop/xr Status: Developer Preview 4
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
- Install Android Studio (latest stable or canary with XR support)
- Download Android XR SDK Developer Preview 4
- Set up the XR emulator
- Use existing Android app as starting point or create new XR project
- Add spatial features progressively using Jetpack Compose for XR
- Test in emulator (no hardware available for consumers yet)
Key Limitations
- No consumer hardware shipping yet (expected late 2026 or 2027)
- Developer Preview means APIs are subject to 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
Brilliant Labs Frame (Open Source)
Target hardware: Brilliant Labs Frame URL: https://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
- Purchase Frame hardware (~$349)
- Clone the GitHub repositories
- Set up MicroPython development environment
- Flash custom firmware or modify existing
- Build companion apps that communicate via BLE
- 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
| Platform | Language | Display Type | Camera Access | Standalone? | Hardware Available? | Price |
|---|---|---|---|---|---|---|
| Meta Wearables | JS/Swift/Kotlin | Mono green | No (SDK) | No (phone req) | Yes | $299-$549 |
| Snap Lens Studio | TypeScript | Full color 51 FOV | Yes | Yes | Yes ($2,195) | $2,195 |
| Xreal SDK 3.0 | C# (Unity) | Full color | Model-dependent | No (tethered) | Yes | $399+ |
| Even Hub | JS/TS | Mono green 4-bit | No (no camera) | No (phone req) | Yes | $599 |
| Android XR | Kotlin/Java | TBD | TBD | TBD | No | TBD |
| Brilliant Labs | MicroPython | Small OLED | Yes | Partial | Yes | ~$349 |
Additional Tools and Resources
Camera Kit (Snap)
Purpose: Embed Snap AR experiences in third-party iOS and Android apps URL: https://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 (JavaScript) or Meta Web Apps are natural fits. 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, and this is an important use case. Translation for deaf/hard-of-hearing users (live captions), navigation assistance for visually impaired users, memory aids, and communication tools are all active development areas. Even Realities and Meta’s display glasses are particularly suited to captioning and text-based accessibility features.