# Project Settings

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From Unity 6, Zoe for Unity switched from using the Meta (Oculus) SDK to OpenXR. OpenXR works with all major VR devices working with Android.
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By default, Zoe will automatically be configured to work with XR. If you're planning to export your project for web or desktop however, you'll need to change some settings.

<div><figure><img src="https://2377590261-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fz0pDcUm114qZSWNhbhEt%2Fuploads%2FttsZsQd3bKsbLxTKgc3g%2Fxr-plugin-management-3-2.jpg?alt=media&#x26;token=513706b0-eae8-445e-bc93-bcee4aece17a" alt=""><figcaption><p>Settings since Unity 6</p></figcaption></figure> <figure><img src="https://connect-prd-cdn.unity.com/20200831/learn/images/e7751d15-97d6-4acd-a15a-d8b6cffe84ef_XRplugin_oculus.PNG.2000x0x1.webp" alt=""><figcaption><p>Settings prior to Unity 6</p></figcaption></figure></div>

### Web Settings

To change your project for the Web, do the following:

* &#x20;Go to Edit > Project Settings;
* From the left sidebar, select `XR Plug-in Management;`

{% hint style="info" %}
Note: If you don't see XR Plug-in Management in the sidebar it means Zoe was not properly installed. In that case, you should go through the installation process again.
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* Select the Web tab, recognizable by its world globe icon;

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If the Web tab is not available, you need to install Web packages first. To do that, go to and click on `Install`.
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* Uncheck `Initialize XR on Startup`.

### XR Settings

If you've changed settings and need to set up your project for XR again, or just want to check if your settings are correct, follow this procedure:

* &#x20;Go to Edit > Project Settings;
* From the left sidebar, select `XR Plug-in Management;`

{% hint style="info" %}
Note: If you don't see XR Plug-in Management in the sidebar it means Zoe was not properly installed. In that case, you should go through the installation process again.
{% endhint %}

* Select the Android tab, recognizable by its Android icon;
* Check `Initialize XR on Startup`.
