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Display Glasses With Jetpack Compose Glimmer

Android (Google)OfficialCreated by Google LLCDistributed by Android (Google)

  • Skill
  • Tool integration
  • Software development
  • Apache-2.0
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From the author

Provides guidelines for developing projected Android XR apps for display glasses using the Jetpack Compose Glimmer UI toolkit. Covers Glimmer design principles, workflows, and interaction models for the glasses form factor. Use this skill to build an Android XR Augmented Experience app with Jetpack Compose Glimmer. Don't use for audio-only AI glasses without a display, non-glasses Android XR headsets (spatial panels or 3D volumes with Jetpack Compose for XR), or phone and tablet Material 3 UIs.
— the description by Google LLC

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

This skill provides design principles, UI patterns, and development workflows for creating projected Android XR applications for display glasses. It focuses on the Jetpack Compose Glimmer toolkit, covering component usage, theming, input handling, and hardware integration for additive display environments.

What it does

  • Defines Glimmer design principles and interaction models for display glasses.
  • Provides guidance on setting up projected activities and managing device connectivity.
  • Outlines UI component usage including cards, buttons, lists, and stacks.
  • Details typography, color, and depth token usage for additive displays.
  • Explains mapping hardware touchpad and gesture inputs to app actions.
  • Offers patterns for voice input indicators and hardware access.

When to use it

  • When developing Android XR apps specifically for display glasses.
  • When implementing UI using the Jetpack Compose Glimmer toolkit.
  • When designing interactions for one-dimensional hardware controls.
  • When configuring apps to run as projected activities on connected eyewear.

Advantages

  • Ensures consistent UI behavior across display glasses.
  • Provides specific guidance for additive display rendering.
  • Standardizes interaction patterns for limited input hardware.
  • Facilitates proper integration with the Android XR projected context.

Usage examples

“How do I set up a basic projected activity for display glasses?”
The skill provides the AndroidManifest configuration and the necessary Activity setup, including the use of ProjectedDisplayController and GlimmerTheme.
“What are the best practices for card layouts in Glimmer?”
It explains how to use ActionCard for single actions and ButtonGroup with non-focusable cards to avoid focus contention.
“How should I handle user input on display glasses?”
The skill details mapping touchpad gestures like taps and swipes, and explains how to use System Back for navigation.
“How do I implement a voice input indicator?”
It provides a code pattern for using the VoiceInputIndicator component driven by SpeechRecognizer RMS changes.

Install

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/android/display-glasses-with-jetpack-compose-glimmer/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip display-glasses-with-jetpack-compose-glimmer.zip -d .agents/skills

Documentation by Google LLC

Glossary

TermDefinition
Intelligent eyewearHands-free eyewear with speakers, camera, and microphone (audio-only or display glasses).
Display glassesEyewear with a private in-lens display for glanceable visuals that pair with audio.
Jetpack Compose GlimmerCompose UI toolkit providing components, theming, and focus behavior for display glasses.
Projected activityAn Activity running on a phone host whose UI and input are projected to connected eyewear.
Projected deviceAn XR eyewear device connected to an Android host phone that projects app content to it.
GlimmerThemeRoot styling provider for GlimmerColors, GlimmerTypography, and GlimmerShapes.
Additive displayDisplay where black (#000000) renders as 100% transparent by adding light to the scene.
Augmented experiencesLightweight, additive Android XR experiences that help users while they're on the go.
Visual anglePerceived size in XR; minimum readable text is 0.6 degrees (about 18sp at 1 m).

Prerequisites

  • Target compileSdk 37 or higher (compileSdk = 37 or compileSdk { version = release(37) }). Update compileSdk to 37 if lower.

  • When adding dependencies, follow the instructions in Create your first activity for intelligent eyewear:

    • androidx.xr.glimmer:glimmer (minimum 1.0.0-alpha21, or catalog alias libs.androidx.glimmer)

    • androidx.xr.glimmer:glimmer-google-fonts (minimum 1.0.0-alpha21, or catalog alias libs.androidx.glimmer.google.fonts)

    • androidx.xr.projected:projected (minimum 1.0.0-alpha13, or catalog alias libs.androidx.xr.projected or libs.androidx.projected)

    • Check gradle/libs.versions.toml first; if catalog entries exist, use them in app/build.gradle.kts and verify their versions meet the minimums. Never guess 1.0.0-alpha01 for glimmer-google-fonts.

Core constraints and limitations

  • Don't : Use MaterialTheme or Material 3 components (androidx.compose.material3.*) inside Projected Activities or Glimmer UI.

  • Do : Use GlimmerTheme and Glimmer components (androidx.xr.glimmer.*).

  • Do : Always pass createGoogleSansFlexTypography() from androidx.xr.glimmer.googlefonts as typography in GlimmerTheme.

  • Specific hardware device models or unique capabilities aren't detailed.

  • Elevation : Material 3 shadow or elevation modifiers aren't supported. Use ShadowScope or Depth tokens from Jetpack Compose Glimmer.

  • Typography limits: Minimum readable text size is 18sp (0.6°). Avoid "Thin" or "Hairline" weights, which shimmer on additive lenses.

1. Set up dependencies

  • Set up projected activity : When creating a projected activity, follow Create your first activity for intelligent eyewear and projectedcontext-source.md. Set android:requiredDisplayCategory to android.hardware.display.category.XR_PROJECTED in AndroidManifest.xml:

    <activity
        android:name="com.example.xr.projected.ProjectedMainActivity"
        android:exported="true"
        android:requiredDisplayCategory="android.hardware.display.category.XR_PROJECTED">
        <intent-filter>
            <action android:name="android.intent.action.MAIN" />
            <category android:name="android.intent.category.XR_PROJECTED_LAUNCHER"/>
        </intent-filter>
    </activity>

    <br />

  • Mobile app integration : In the host phone app, add a button with Text("Launch on Glasses"). Observe ProjectedContext.isProjectedDeviceConnected(context, coroutineContext) using collectAsStateWithLifecycle(initialValue = false) to set the button's enabled state so it's disabled when glasses are disconnected. When clicked, launch GlassesMainActivity on the glasses display using ProjectedContext.createProjectedActivityOptions(context).toBundle() as shown in the following snippet:

    val options = ProjectedContext.createProjectedActivityOptions(context)
    val intent = Intent(context, ProjectedMainActivity::class.java)
    context.startActivity(intent, options.toBundle())

    <br />

  • UI library and font : When declaring the Glimmer, Google Fonts, and Projected artifacts in app/build.gradle.kts, follow Declaring Jetpack Compose Glimmer Dependencies, and follow glimmersansflextypography-source.md when configuring Google Sans Flex using createGoogleSansFlexTypography.

  • Theming, initial focus, and black background : On additive displays, pure black (Color.Black or GlimmerTheme.colors.background) renders as 100% transparent. In onCreate (annotated with @OptIn(ExperimentalComposeUiApi::class)), set ComposeUiFlags.isInitialFocusOnFocusableAvailable = true (androidx.compose.ui.ComposeUiFlags), wrap content in GlimmerTheme(typography = createGoogleSansFlexTypography()), and apply Modifier.background(Color.Black) (or GlimmerTheme.colors.background) to the root container:

    @OptIn(ExperimentalProjectedApi::class)
    class ProjectedMainActivity : ComponentActivity() {
    
        private var displayController: ProjectedDisplayController? = null
        private var isVisualUiSupported by mutableStateOf(false)
        private var areVisualsOn by mutableStateOf(true)
    
        override fun onCreate(savedInstanceState: Bundle?) {
            super.onCreate(savedInstanceState)
    
            lifecycle.addObserver(object : DefaultLifecycleObserver {
                override fun onDestroy(owner: LifecycleOwner) {
                    displayController?.close()
                    displayController = null
                }
            })
    
            initializeGlassesFeatures()
    
            setContent {
                GlimmerTheme {
                    HomeScreen(
                        areVisualsOn = areVisualsOn,
                        isVisualUiSupported = isVisualUiSupported,
                        onClose = { finish() }
                    )
                }
            }
        }
    
        private fun initializeGlassesFeatures() {
            lifecycleScope.launch {
                // Check device capabilities
                val projectedDeviceController = ProjectedDeviceController.create(this@ProjectedMainActivity)
                isVisualUiSupported = projectedDeviceController.capabilities.contains(CAPABILITY_VISUAL_UI)
    
                val controller = ProjectedDisplayController.create(this@ProjectedMainActivity)
                displayController = controller
                val observer = GlassesLifecycleObserver(
                    context = this@ProjectedMainActivity,
                    controller = controller,
                    onVisualsChanged = { visualsOn -> areVisualsOn = visualsOn }
                )
                lifecycle.addObserver(observer)
            }
        }
    }

    <br />

  • Hardware capabilities, permissions, and access : When checking hardware capabilities, requesting permissions, or accessing glasses hardware, follow Check device capabilities at runtime, Request hardware permissions, and Use a projected context to access hardware.

2. Minimize and translate the UI

  • Build UI with Jetpack Compose Glimmer components and use depth for priority.

  • Design from the bottom up and always bottom-align UI (Alignment.BottomCenter).

  • One thing at a time : Show one primary piece of information at a time (for example, using VerticalStack) and avoid multiple simultaneous cards.

  • Color contrast : When choosing colors, follow material-hct-source.md to maintain at least a 70% tone difference between foreground and background in HCT.

3. Map input controls

  • Map tap and swipe interactions to the glasses touchpad. Inputs are one-dimensional; avoid nesting scrolling controls.

  • Use System Back to dismiss temporary states or detailed views.

  • When implementing focus navigation and hardware input handling, follow Focus in Jetpack Compose Glimmer and Hardware Controls for display glasses. Focus movement is continuous for scrollable containers and discrete for elements like button rows.

4. Build with Jetpack Compose Glimmer

Implementing Glimmer styles

When accessing theme tokens using GlimmerTheme, follow glimmertheme-source.md.

CategoryTokenValue / Role
Colorprimary / secondary#9BBFFF / #4C88E9 (Focal colors)
Colorpositive / negative#7AD48F (Confirmation) / #F57082 (Alert)
Colorbackground#000000 (Pure black, renders 100% transparent)
Colorsurface#262626 (Use SurfaceDefaults.border for borders)
ShapeStandard / SmallRoundedCornerShape(36.dp) / RoundedCornerShape(12.dp)
Typography scale (Google Sans Flex) and depth levels

Use Google Sans Flex with variable axes ROND = 100f, wdth = 100f, opsz = 9f, and wght by role:

StyleSize / Line-HeightWeight
Title Large / Medium / Small30/36.sp, 24/32.sp, 20/28.sp725
Body Large / Medium / Small30/36.sp, 24/32.sp, 20/28.sp520
Caption18.sp / 28.sp650

When simulating depth with DepthEffect and DepthEffectLevels, follow deptheffect-source.md and deptheffectlevels-source.md: use level1 for resting cards and background UI, and level2 for focused or pressed interactive UI.

Implementing Jetpack Compose Glimmer components
Cards, ActionCards, ImageCards, and ButtonGroups

Cards (androidx.xr.glimmer.Card) group related content into a single focal point. Never embed a Card within a ListItem. When implementing cards, follow the instructions in Jetpack Compose Glimmer: Cards, card-source.md, and card-samples-source.md.

  • Clickable versus non-clickable card : Pass onClick = { ... } if the entire Card acts as a trigger; omit onClick if informational. Control focus on non-clickable cards with focusable: Boolean = true (such as Card(focusable = false)).

  • Single primary action (ActionCard) : When a card has a single primary button action anchored to its bottom edge, use androidx.xr.glimmer.ActionCard instead of placing a Button inside Card. Its action button takes focus directly:

    ActionCard(
        action = {
            Button(onClick = {}, trailingIcon = { Icon(FavoriteIcon, "Localized description") }) {
                Text("Send")
            }
        }
    ) {
        Text("This is a card with a title, leading icon, header image, and action")
    }

    <br />

  • Multiple actions (Card and ButtonGroup)---avoiding focus contention : When pairing a card with multiple action buttons, use androidx.xr.glimmer.ButtonGroup (with optional rememberButtonGroupState). Never nest ButtonGroup inside Card { ... }. Place a non-focusable Card(focusable = false) (without onClick) above ButtonGroup as a sibling in a Column so the card and buttons don't compete for focus:

    ButtonGroup(modifier = Modifier.fillMaxWidth()) {
        Button(onClick = {}) { Text("Button 1") }
        Button(onClick = {}) { Text("Button 2") }
        Button(onClick = {}) { Text("Button 3") }
        Button(onClick = {}) { Text("Button 4") }
        Button(onClick = {}) { Text("Button 5") }
    }

    <br />

  • Image cards : Use ImageCard, LeadingImageCard, or TrailingImageCard to display prominent imagery alongside card text.

Buttons and ToggleButtons

When implementing buttons or toggle buttons, follow the instructions in Jetpack Compose Glimmer: Buttons, button-source.md, and button-samples-source.md.

  • Standard and icon buttons : Use Button for text actions (with optional leadingIcon/trailingIcon) and IconButton for icon-only triggers (such as media next-track or previous-track buttons).

  • Toggle buttons (ToggleButton and IconToggleButton) : Use ToggleButton or IconToggleButton for stateful on/off or play/pause controls that morph based on checked:

    @Composable
    fun ToggleButtonWithLeadingIconSample() {
        var checked by remember { mutableStateOf(false) }
    
        ToggleButton(
            checked = checked,
            leadingIcon = {
                Icon(
                    if (checked) FavoriteIcon else OutlinedFavoriteIcon,
                    contentDescription = "Toggle favorite"
                )
            },
            onCheckedChange = { checked = it }
        ) {
            Text(if (checked) "On" else "Off")
        }
    }

    <br />

Title chips

TitleChip (androidx.xr.glimmer.TitleChip) is a non-interactive pill header (three words or fewer, single line). When implementing title chips, follow the instructions in Jetpack Compose Glimmer: Title Chips, titlechip-source.md, and titlechip-samples-source.md.

  • Spatial spacing : When placing a standalone TitleChip above a Card or ActionCard, center the TitleChip horizontally and separate it from the card using TitleChipDefaults.associatedContentSpacing (using Spacer or Arrangement.spacedBy(TitleChipDefaults.associatedContentSpacing)):

    @Composable
    fun TitleChipWithCardSample() {
        Column(horizontalAlignment = Alignment.CenterHorizontally) {
            TitleChip { Text("Title Chip") }
    
            Spacer(Modifier.height(TitleChipDefaults.associatedContentSpacing))
    
            Card(
                title = { Text("Title") },
                subtitle = { Text("Subtitle") },
                leadingIcon = { Icon(FavoriteIcon, "Localized description") },
            ) {
                Text("Card Content")
            }
        }
    }

    <br />

Icons

When adding icons or icon buttons, follow the instructions in Jetpack Compose Glimmer: Icons, icon-source.md, iconbutton-source.md, and iconsizes-source.md.

  • Sizing and interactivity : Size icons with GlimmerTheme.iconSizes (small, medium, large). Use IconButton or IconToggleButton for triggers and Icon for status indicators.

  • Contrast and library : Never use pure black (Color.Black) for icon tints; black renders as transparent. Use Material Symbols (600 weight, Rounded, Unfilled). If androidx.compose.material:material-icons-* isn't in app/build.gradle.kts, build vectors with ImageVector.Builder or painterResource instead of importing androidx.compose.material.icons.*.

Lists

Use GlimmerLazyColumn (androidx.xr.glimmer.list.GlimmerLazyColumn) for homogeneous scrollable items. When building scrollable lists and list items, follow the API definitions in list-source.md, listitem-source.md, and liststate-source.md.

  • Always use GlimmerLazyColumn : Never use foundation LazyColumn. Import GlimmerLazyColumn, rememberGlimmerLazyListState, and items from androidx.xr.glimmer.list (item is a scope member, not imported). For programmatic scrolling to the first item, hoist val listState = rememberGlimmerLazyListState() and call listState.scrollToItem(0) or listState.animateScrollToItem(0).

  • Integrated title, spacing, and rows : Pass headers using title = { TitleChip { Text("...") } } directly on GlimmerLazyColumn (not outside it), set verticalArrangement = Arrangement.spacedBy(20.dp), and render rows with androidx.xr.glimmer.ListItem(onClick = { ... }, supportingLabel = { Text(...) }) { Text(...) } (pass the primary label as the trailing content lambda, not headlineContent, and never nest a Card inside ListItem):

    @Composable
    fun GlimmerLazyColumnWithTitleChipSample() {
        val ingredientItems =
            listOf("Milk", "Flour", "Egg", "Salt", "Apples", "Butter", "Vanilla", "Sugar", "Cinnamon")
        GlimmerLazyColumn(title = { TitleChip { Text("Ingredients") } }) {
            items(ingredientItems) { text -> ListItem { Text(text) } }
        }
    }

    <br />

Stacks

Use VerticalStack (androidx.xr.glimmer.stack.VerticalStack) to display heterogeneous cards one at a time (such as calendar, transit, and weather cards). Never use a TitleChip with VerticalStack. When implementing a VerticalStack, follow the API definitions in stack-source.md, stackstate-source.md, and stackitemscope-source.md.

  • Bottom alignment, height (+66.dp), and itemDecoration : Align VerticalStack to Alignment.BottomCenter, set its height to 66.dp taller than the tallest card (maxCardHeight + 66.dp), and apply Modifier.itemDecoration(CardDefaults.shape) to the Card inside every item { ... } block so background cards are clipped and masked:

    @Composable
    fun VerticalStackSample() {
        VerticalStack {
            item {
                Card { Text("Top Card") }
            }
            item {
                Card { Text("Second Card") }
            }
            item {
                Card { Text("Third Card") }
            }
        }
    }

    <br />

Horizontal pagers and animated text

Use GlimmerHorizontalPager (androidx.xr.glimmer.pager.GlimmerHorizontalPager) with rememberGlimmerPagerState(pageCount = { ... }) for horizontal card walkthroughs (never foundation HorizontalPager).

  • Smooth text motion : Inside pager pages, configure Glimmer Text (androidx.xr.glimmer.Text, never androidx.compose.material3.Text) with textMotion = TextMotion.Animated (using .copy(textMotion = TextMotion.Animated)) for smooth rendering during snap transitions:

    // Hoist the pager state, specifying the total page count with a lambda.
    val pagerState = rememberGlimmerPagerState(pageCount = { 10 })
    
    GlimmerHorizontalPager(
        state = pagerState,
        modifier = Modifier.fillMaxSize(),
    ) { page ->
        // Use Glimmer components like Card and Text for optimized glasses styling.
        Card(modifier = Modifier.fillMaxWidth()) {
            Text(
                text = "Page: $page",
                // Recommended: use TextMotion.Animated for smooth transitions in a pager.
                style = LocalTextStyle.current.copy(textMotion = TextMotion.Animated),
            )
        }
    }

    <br />

Surface

Modifier.surface (androidx.xr.glimmer.surface) builds custom interactive components (such as status badges without Card or Button). When creating custom surfaces, follow the API definitions in surface-source.md.

  • Shared MutableInteractionSource and order : Create a single remember { MutableInteractionSource() } and pass it to both Modifier.surface(interactionSource = interactionSource, ...) and .clickable(interactionSource = interactionSource, ...) (or .focusable), chaining .surface(...) before .clickable(...):

    @Composable
    fun FocusableSurfaceSample() {
        val interactionSource = remember { MutableInteractionSource() }
        Box(
            modifier = Modifier
                .size(100.dp)
                .surface(interactionSource = interactionSource)
                .focusable(interactionSource = interactionSource),
            contentAlignment = Alignment.Center
        ) {
            Text("Focusable")
        }
    }
    
    @Composable
    fun ClickableSurfaceSample() {
        val interactionSource = remember { MutableInteractionSource() }
        Box(
            modifier = Modifier
                .size(100.dp)
                .surface(interactionSource = interactionSource)
                .focusable(interactionSource = interactionSource)
                .clickable(
                    interactionSource = interactionSource,
                    indication = null
                ) { /* Handle click action */ },
            contentAlignment = Alignment.Center
        ) {
            Text("Clickable")
        }
    }

    <br />

Voice input indicator and indirect pointer gestures
  • VoiceInputIndicator and ContainedVoiceInputIndicator : Pass a level lambda returning a Float normalized to 0.0f..1.0f. When driven by SpeechRecognizer (RecognitionListener.onRmsChanged(rmsdB: Float)), normalize and clamp rmsdB with .coerceIn(0f, 1f):

    // Example state variable to hold the normalized level (0.0 to 1.0)
    // that the VoiceInputIndicator component expects.
    val audioLevel = MutableStateFlow(0f)
    
    // Initialize the Android SpeechRecognizer
    val speechRecognizer = SpeechRecognizer.createSpeechRecognizer(context)
    
    // Listener to capture speech events and audio level changes
    val listener = object : RecognitionListener {
        override fun onRmsChanged(rmsdB: Float) {
            // Normalize raw dB level to a 0.0-1.0 range.
            // Android SpeechRecognizer's rmsdB typically ranges from 0 to ~10.
            audioLevel.value = ((rmsdB - 1f) / 9f).coerceIn(0f, 1f)
        }
    
        // ... Implement other required RecognitionListener methods ...
        override fun onReadyForSpeech(params: Bundle?) {}
        override fun onBeginningOfSpeech() {}
        override fun onEndOfSpeech() {}
        override fun onError(error: Int) {}
        override fun onResults(results: Bundle?) {}
        override fun onPartialResults(partialResults: Bundle?) {}
        override fun onEvent(eventType: Int, params: Bundle?) {}
        override fun onBufferReceived(buffer: ByteArray?) {}
    }
    
    // Attach the listener to the recognizer
    speechRecognizer.setRecognitionListener(listener)
    
    // Create an intent to specify the recognition model and behavior
    val intent = Intent(RecognizerIntent.ACTION_RECOGNIZE_SPEECH).apply {
        putExtra(RecognizerIntent.EXTRA_LANGUAGE_MODEL, RecognizerIntent.LANGUAGE_MODEL_FREE_FORM)
    }
    // Begin listening for audio input
    speechRecognizer.startListening(intent)

    <br />

    @Composable
    fun VoiceInputExample(modifier: Modifier) {
        // Collect the flow as Compose State so the UI reacts to changes in real-time.
        val currentLevel by audioLevel.collectAsState()
    
        VoiceInputIndicator(
            // The VoiceInputIndicator component provides a visual "pulse" or indicator
            // that changes based on the 'level' lambda, which returns a Float between 0.0 and 1.0.
            level = { currentLevel },
            modifier = modifier
        )
    }

    <br />

  • Modifier.onIndirectPointerGesture : Handle low-level touchpad tap (onClick), forward swipe (onSwipeForward), and backward swipe (onSwipeBackward) gestures using androidx.xr.glimmer.onIndirectPointerGesture on a container made focusable (using focusTarget, focusable, or surface(focusable = true)):

    @Composable
    fun OnIndirectPointerGestureSample() {
        var lastGesture by remember { mutableStateOf("None") }
    
        Box(
            modifier =
                Modifier.fillMaxSize()
                    .onIndirectPointerGesture(
                        enabled = true,
                        onSwipeForward = { lastGesture = "Forward" },
                        onSwipeBackward = { lastGesture = "Backward" },
                        onClick = { lastGesture = "Click" },
                    )
                    .focusTarget(),
            contentAlignment = Alignment.Center,
        ) {
            Text("Last Gesture: $lastGesture")
        }
    }

    <br />

5. Integrate with system UI

Files

references/android/develop/xr/jetpack-xr-sdk/access-hardware-projected-context.md

Applicable XR devices This guidance helps you build experiences for these types of XR devices. Learn about XR device types → Image: untitled Audio &
Display Glasses Learn about XR device types →

<br />

After you've requested and been granted the necessary permissions, your app can access the hardware on the audio glasses or display glasses. The key to accessing the glasses' hardware (instead of the phone's hardware), is to use a projected context.

There are two primary ways to get a projected context, depending on where your code is executing:

Get a projected context if your code is running in an projected activity

If your app's code is running from within your projected activity, its own activity context is already a projected context. In this scenario, calls made within that activity can already access the glasses' hardware.

Get a projected context for code running in a phone app component

If a part of your app outside of your projected activity (such as a phone activity or a service) needs to access the glasses' hardware, it must explicitly obtain a projected context. To do this, use the createProjectedDeviceContext method:

@RequiresApi(Build.VERSION_CODES.BAKLAVA)
@OptIn(ExperimentalProjectedApi::class, ExperimentalCoroutinesApi::class)
private fun monitorProjectedConnectivity(activity: ComponentActivity) {
    activity.lifecycleScope.launch {
        // Before creating a projected context, check to see if the projected device is connected.
        // While this method returns true, the projected context remains valid.
        ProjectedContext.isProjectedDeviceConnected(activity, coroutineContext)
            .collectLatest { isConnected ->
                if (isConnected) {
                    // From a phone Activity or Service, get a context for the audio and display glasses.
                    // Re-initialize on reconnect: Obtain another context instance.
                    val projectedContext = try {
                        ProjectedContext.createProjectedDeviceContext(activity)
                    } catch (e: IllegalStateException) {
                        Log.e(TAG, "Failed to create projected context", e)
                        return@collectLatest
                    }

                    // Use the projectedContext to initialize system services (e.g., CameraManager).
                    Log.i(TAG, "Projected device connected. Initializing hardware...")
                } else {
                    // The projected context is destroyed when the device disconnects.
                    // Clean up on disconnect: Listen for 'false' and release resources.
                    Log.i(TAG, "Projected device disconnected. Cleaning up hardware resources...")
                }
            }
    }
}

<br />

Check for validity

Wrap the createProjectedDeviceContext call within the ProjectedContext.isProjectedDeviceConnected. While this method returns true, the projected context remains valid to the connected device, and your phone app activity or service (such as a CameraManager) can access the glasses hardware.

Clean up on disconnect

The projected context is tied to the lifecycle of the connected device, so it is destroyed when the device disconnects. When the device disconnects, ProjectedContext.isProjectedDeviceConnected returns false. Your app should listen for this change and clean up any system services (such as a CameraManager) or resources that your app created using that projected context.

Re-initialize on reconnect

When the glasses reconnect, your app can obtain another projected context instance using createProjectedDeviceContext, and then re-initialize any system services or resources using the new projected context.

Record audio with the glasses' microphone

You can record audio from the glasses using Bluetooth Hands-Free Profile (HFP). In this mode, the glasses connect to the phone using standard Headset and Advanced Audio Distribution Profile (A2DP) profiles, functioning like a typical Bluetooth peripheral. If your app is already designed for standard Bluetooth recording, you can use this method to record audio from the glasses without any additional development.

Record audio using Bluetooth HFP

To record audio using Bluetooth HFP, first request the required runtime permissions, and then record the audio using the AudioManager API, as described in the following sections.

Request permissions

As with any standard Bluetooth audio device, the RECORD_AUDIO, BLUETOOTH_CONNECT, and other related permissions are controlled by the phone and not the connected device (such as audio glasses or display glasses).

Follow these steps to request the permissions:

  1. Declare following permissions in your app's manifest file:

  2. Request both the RECORD_AUDIO and BLUETOOTH_CONNECT permissions at runtime using the standard Android permission flow.

Use AudioManager to route audio

After the user has granted your app the necessary runtime permissions, use the AudioManager API to set the communication device to TYPE_BLUETOOTH_SCO to route the audio through Bluetooth HFP. This directs the system to retrieve audio from the Bluetooth peripheral.

val audioManager = context.getSystemService(AudioManager::class.java) ?: return
val hfpDevice = audioManager.availableCommunicationDevices
    .firstOrNull { it.type == AudioDeviceInfo.TYPE_BLUETOOTH_SCO } ?: return

// HFP input is limited to 16 kHz, with mono or stereo channel configurations.
val sampleRate = 16_000
val channelMask = AudioFormat.CHANNEL_IN_MONO
val encoding = AudioFormat.ENCODING_PCM_16BIT

// Use a small multiple of the minimum buffer size to keep chunks short for low latency.
val minBufferSize = AudioRecord.getMinBufferSize(sampleRate, channelMask, encoding)
if (minBufferSize <= 0) return

val audioRecord = AudioRecord.Builder()
    .setAudioSource(MediaRecorder.AudioSource.VOICE_COMMUNICATION)
    .setAudioFormat(
        AudioFormat.Builder()
            .setSampleRate(sampleRate)
            .setChannelMask(channelMask)
            .setEncoding(encoding)
            .build()
    )
    .setBufferSizeInBytes(minBufferSize * 2)
    .build()

try {
    // Route voice communication audio through the Bluetooth device.
    if (!audioManager.setCommunicationDevice(hfpDevice)) return
    audioRecord.startRecording()
    // Read audio with audioRecord.read() on a background thread.
} finally {
    // Stop and release when done.
    if (audioRecord.recordingState == AudioRecord.RECORDSTATE_RECORDING) audioRecord.stop()
    audioRecord.release()
    audioManager.clearCommunicationDevice()
}

<br />

[!NOTE] Note: To learn more about Bluetooth connectivity, refer to our documentation.

Capture an image with the glasses' camera

To capture an image with the glasses' camera, set up and bind the CameraX's ImageCapture use case to the glasses' camera using the correct context for your app:

private fun setUpGlassesCamera(activity: ComponentActivity) {
    activity.lifecycleScope.launch {
        // Before creating a projected context, check to see if the projected device is connected.
        ProjectedContext.isProjectedDeviceConnected(activity, coroutineContext)
            .collectLatest { isConnected ->
                if (isConnected) {
                    // 1. Get the CameraProvider using the projected context.
                    // When using the projected context, DEFAULT_BACK_CAMERA maps to the audio and display glasses' camera.
                    val projectedContext = try {
                        ProjectedContext.createProjectedDeviceContext(activity)
                    } catch (e: IllegalStateException) {
                        Log.e(TAG, "Projected context could not be created", e)
                        return@collectLatest
                    }

                    val cameraProviderFuture = ProcessCameraProvider.getInstance(projectedContext)

                    cameraProviderFuture.addListener({
                        val cameraProvider: ProcessCameraProvider = cameraProviderFuture.get()
                        val cameraSelector = CameraSelector.DEFAULT_BACK_CAMERA

                        // 2. Check for the presence of a camera.
                        if (!cameraProvider.hasCamera(cameraSelector)) {
                            Log.w(TAG, "The selected camera is not available.")
                            return@addListener
                        }

                        // 3. Query supported streaming resolutions dynamically using Camera2 Interop.
                        val cameraInfo = cameraProvider.getCameraInfo(cameraSelector)
                        val map = Camera2CameraInfo.from(cameraInfo).getCameraCharacteristic(
                            CameraCharacteristics.SCALER_STREAM_CONFIGURATION_MAP
                        )
                        val supportedResolutions = map?.getOutputSizes(ImageFormat.JPEG)?.toList() ?: emptyList()
                        Log.i(TAG, "Supported resolutions for JPEG: ${supportedResolutions.joinToString()}")

                        // 4. Dynamically select the best target resolution from the queried list.
                        val preferredResolution = Size(1920, 1080)
                        val dynamicTargetResolution = when {
                            // Case A: The preferred resolution is explicitly supported by the glasses.
                            supportedResolutions.contains(preferredResolution) -> preferredResolution

                            // Case B: Find the highest supported 16:9 resolution as a fallback.
                            else -> {
                                val targetAspectRatio = 16.0 / 9.0
                                val tolerance = 0.01
                                supportedResolutions
                                    .filter { abs((it.width.toDouble() / it.height) - targetAspectRatio) < tolerance }
                                    .maxByOrNull { it.width * it.height }
                                    // Case C: Absolute fallback if no 16:9 resolutions are found.
                                    ?: supportedResolutions.firstOrNull()
                                    ?: preferredResolution
                            }
                        }
                        Log.i(TAG, "Selected target resolution: $dynamicTargetResolution")

                        val resolutionStrategy = ResolutionStrategy(
                            dynamicTargetResolution,
                            ResolutionStrategy.FALLBACK_RULE_CLOSEST_LOWER
                        )
                        val resolutionSelector = ResolutionSelector.Builder()
                            .setResolutionStrategy(resolutionStrategy)
                            .build()

                        // 5. Initialize the ImageCapture use case with options.
                        val imageCapture = ImageCapture.Builder()
                            // Optional: Configure resolution, format, etc.
                            .setResolutionSelector(resolutionSelector)
                            .build()

                        try {
                            // Unbind use cases before rebinding.
                            cameraProvider.unbindAll()

                            // Bind use cases to camera using the Activity as the LifecycleOwner.
                            cameraProvider.bindToLifecycle(
                                activity,
                                cameraSelector,
                                imageCapture
                            )
                        } catch (exc: Exception) {
                            Log.e(TAG, "Use case binding failed", exc)
                        }
                    }, ContextCompat.getMainExecutor(activity))
                }
            }
    }
}

<br />

Key points about the code
  • Obtains an instance of the ProcessCameraProvider using the projected device context.

  • Within the projected context's scope, the glasses' primary, outward-pointing camera maps to the DEFAULT_BACK_CAMERA when selecting a camera.

  • A pre-binding check uses cameraProvider.hasCamera(cameraSelector) to verify that the selected camera is available on the device before proceeding.

  • Uses Camera2 Interop with Camera2CameraInfo to read the underlying CameraCharacteristics#SCALER_STREAM_CONFIGURATION_MAP, which can be useful for advanced checks on supported resolutions.

  • A custom ResolutionSelector is built to precisely control the output image resolution for ImageCapture.

  • Creates an ImageCapture use case that is configured with a custom ResolutionSelector.

  • Binds the ImageCapture use case to the activity's lifecycle. This automatically manages the opening and closing of the camera based on the activity's state (for example, stopping the camera when the activity is paused).

  • Configuring for single-stream hardware: The glasses camera pipeline is constrained to a single active stream at a time. When ImageCapture is bound alone, CameraX attaches an internal repeating stream (MeteringRepeating) for focus and metering by default, which causes the single-stream pipeline to stall. To bind ImageCapture by itself without a preview stream, disable the forced repeating stream by setting setRepeatingStreamForced(false) on CameraXConfig.Builder (for example, by implementing CameraXConfig.Provider in your Application class or configuring ProcessCameraProvider before initialization).

After the glasses' camera is set up, you can capture an image with the CameraX's ImageCapture class. Refer to the CameraX's documentation to learn about using takePicture to capture an image.

Capture a stream with the glasses' camera

To capture streams instead of an image, replace the ImageCapture component from the capture image example with VideoCapture or ImageAnalysis components and change the capture logic.

For more information about these APIs how to use them, see the CameraX video capture and CameraX iamge analysis documentation.

Choose a resolution and frame rate

You should query the device to find its supported resolutions and their corresponding maximum frame rates. The following table lists examples of values you might see, depending on your app's use case. To conserve battery power and reduce heat on the glasses, choose the lowest resolution and frame rate that work for your use case.

Use caseResolutionFrame rate
Text recognition (OCR) or world sensing1920 x 10801 FPS
AI video streaming (multimodal assistants)1024 x 7681 FPS
Localization and visual positioning (VPS)640 x 360 or 640 x 48010 FPS
Video calling640 x 360 or 640 x 48024 FPS

[!IMPORTANT] Important: Supported resolutions and their maximum frame rates vary by device and can change. You should query them at runtime instead of hardcoding them.

Query the maximum frame rate for each resolution

CONTROL_AE_AVAILABLE_TARGET_FPS_RANGES reports the device's overall frame rate bounds, which can be higher than the streaming rate that a given resolution supports. To get the actual maximum for each resolution on audio and display glasses, read its minimum frame duration and convert it to FPS with StreamConfigurationMap.getOutputMinFrameDuration(format, size):

@androidx.annotation.OptIn(ExperimentalCamera2Interop::class)
fun getMaxFpsBySize(cameraInfo: CameraInfo, format: Int): Map<Size, Int> {
    val map = Camera2CameraInfo.from(cameraInfo).getCameraCharacteristic(
        CameraCharacteristics.SCALER_STREAM_CONFIGURATION_MAP
    ) ?: return emptyMap()

    return map.getOutputSizes(format).associateWith { size ->
        val minFrameDurationNs = map.getOutputMinFrameDuration(format, size)
        if (minFrameDurationNs > 0) (1_000_000_000L / minFrameDurationNs).toInt() else 0
    }
}

<br />

Next, use that value to calculate the minFps and maxFps bounds for your target frame rate range. Cap the lower bound (minFps) at the resolution's maximum streaming frame rate calculated from getOutputMinFrameDuration, and set a higher upper bound (maxFps) as a catch-up window:

val maxFpsBySize = getMaxFpsBySize(cameraInfo, ImageFormat.YUV_420_888)
val maxSupportedFps = maxFpsBySize[Size(640, 480)] ?: return ImageAnalysis.Builder().build()

// minFps is the target streaming frame rate and should be at most maxSupportedFps.
val minFps = minOf(desiredFps, maxSupportedFps)
// Set the upper bound to 2x minFps so the stream can catch up if frames are delayed.
val maxFps = minFps * 2

<br />

Key points about the code
  • Use the format that matches your use case. For ImageAnalysis, that's YUV_420_888.

  • For VideoCapture, use the Class overloads instead: getOutputSizes(MediaRecorder::class.java) and getOutputMinFrameDuration(MediaRecorder::class.java, size).

  • Specify a range where maxFps is greater than minFps (such as minFps*2) rather than setting both bounds to the same value like Range(minFps, minFps). The lower bound (minFps) sets the target streaming frame rate and should be at most the value calculated from getOutputMinFrameDuration, while the upper bound (maxFps) acts as a catch-up window for delayed frames to prevent persistent latency. For example, [1,2] or [1,3] for a 1 FPS stream, and [24,30] or [24,48] for a 24 FPS stream.

[!NOTE] Note: Using the lower bound as the streaming frame rate reflects current device behavior and might change on future devices.

Configure the frame rate

To configure the frame rate range based on your CameraX use case:

// Configure Resolution Strategy for the stream
val resolutionStrategy = ResolutionStrategy(
    size,
    ResolutionStrategy.FALLBACK_RULE_CLOSEST_LOWER
)
val resolutionSelector = ResolutionSelector.Builder()
    .setResolutionStrategy(resolutionStrategy)
    .build()

// Create and return the ImageAnalysis builder with proper frame rate ranges
// ImageAnalysis: OCR, AI streaming, and VPS
val analysisBuilder = ImageAnalysis.Builder()
    .setResolutionSelector(resolutionSelector)

Camera2Interop.Extender(analysisBuilder)
    .setCaptureRequestOption(
        CaptureRequest.CONTROL_AE_TARGET_FPS_RANGE,
        Range(minFps, maxFps)
    )
return analysisBuilder.build()

<br />

This example shows configuration for both VideoCapture and ImageAnalysis, but you can implement whichever use cases your app supports.

Understand how the stream behaves

Keep the following system behaviors in mind while working with capture streams:

  • Unsupported resolutions are rejected: If you request a size that isn't in the list, Camera2 rejects the configuration before the stream opens.

  • Requesting frame rates above the maximum: If you request a minimum frame rate above the maximum supported for your resolution, the session still opens, but the target frame rate from the glasses is clamped to that supported maximum while the upper bound continues to act as the catch-up rate limit. For example, requesting [30,60] at 640 x 480 clamps the target frame rate to 24 FPS (behaving like [24,60]).

  • Thermal throttling: When the glasses get warm, the frame rate drops but the resolution stays the same. Build your app to handle lower or uneven frame rates, for example by checking frame timestamps rather than assuming a fixed rate.

Access a phone's hardware from a projected activity

A projected activity can also access the phone's hardware (such as the camera or microphone) by using createHostDeviceContext(context) to get the host device's (phone) context:

@OptIn(ExperimentalProjectedApi::class)
private fun getPhoneContext(activity: ComponentActivity): Context? {
    return try {
        // From a projected Activity, get a context for the phone.
        ProjectedContext.createHostDeviceContext(activity)
    } catch (e: IllegalStateException) {
        Log.e(TAG, "Failed to create host device context", e)
        null
    }
}

<br />

When accessing hardware or resources that are specific to the host device (phone) in a hybrid app (an app containing both mobile and glasses experiences), you must explicitly select the correct context to make sure your app can access the correct hardware:

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

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Attribution and licence

Created by
Google LLC
Publisher
Android (Google) (Official)
Distributed by
Android (Google)
Source
android/skills · xr/display-glasses-with-jetpack-compose-glimmer · commit bf68e2d
Licence
Apache License 2.0 (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE.txt)
  • ATTRIBUTION.md (written by AutoGineer)
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