# Confused about OpenXR and Magic Leap

**URL:** <https://forum.magicleap.cloud/t/confused-about-openxr-and-magic-leap/2771>\
**Category:** OpenXR\
**Created:** [October 22, 2023, 8:34am UTC](https://forum.magicleap.cloud/t/confused-about-openxr-and-magic-leap/2771 "2023-10-22T08:34:37Z")\
**Posts on this page:** 1\
**Showing post:** 5

<div class="post-metadata">

**Author:** ![edd](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/edd/32/832_2.png) [@edd](https://forum.magicleap.cloud/u/edd)\
**Post date:** [October 31, 2023, 11:49am UTC](https://forum.magicleap.cloud/t/confused-about-openxr-and-magic-leap/2771/5 "2023-10-31T11:49:02Z")

</div>

Turns out the bug I was chasing down was also caused by the introduction of OpenXR code into the package. 🤦‍♂️ Very annoying.

> [@Having OpenXR in your project breaks plane finding](https://forum.magicleap.cloud/t/having-openxr-in-your-project-breaks-plane-finding/2789):
>
> The Magic Leap Unity SDK has a lot of OpenXR related code in it that compiles in based on the presence of the Unity OpenXR package in your project. This is done by assembly definition version defines. Many real-world projects support multiple platforms some that support OpenXR and some that don't, so it is perfectly reasonable to have the OpenXR package in the project, but only use it on certain platforms. From version v1.10 of the com.magicleap.unitysdk package some OpenXR plane log…

---

_[View the full topic](https://forum.magicleap.cloud/t/confused-about-openxr-and-magic-leap/2771)._
