# Project Settings

{% hint style="info" %}
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.
{% endhint %}

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="/files/vGHUBUM5e2gDbYHjjBCa" 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.
{% endhint %}

* Select the Web tab, recognizable by its world globe icon;

{% hint style="info" %}
If the Web tab is not available, you need to install Web packages first. To do that, go to and click on `Install`.
{% endhint %}

* 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`.


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