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🥽 XR news · October 2026

OpenXR spatial containers: XR multitasking explained

Most headsets today run one immersive app at a time. The Khronos Group has published OpenXR extensions that let XR apps run in bounded "spatial containers" side by side, or switch to full immersion. Here is what that means for VR and AR apps, and how to prepare without waiting for every headset to support it.

The short answer

OpenXR spatial containers are new cross-platform extensions that let an XR app run inside a bounded 3D space next to other apps, or switch to full immersion. The system decides where containers sit. It is an open standard, so once headset runtimes support it, apps built on OpenXR can multitask in a consistent way. Support will roll out over time, so design for it now and adopt it when your target headsets ship it.

What was published

The Khronos OpenXR working group published two ratified multi-vendor extensions:

  • XR_EXT_spatial_container: creates and manages containers for an app.
  • XR_EXT_spatial_container_self_rendering: lets an app draw into a container using OpenXR composition layers.

A container can run in a bounded mode, so several apps share the space, or in full immersion. The extensions appear in the OpenXR 1.1.63 specification release, and Khronos announced them publicly in October 2026.

Why it matters

On most headsets today, opening one immersive app closes the last. Apple's visionOS showed how useful it is to keep several spatial apps open together, but it uses Apple's own APIs. The OpenXR extensions bring a similar idea to the open standard used by many other headsets, which means one approach can work across vendors that adopt it, instead of a different API for each.

Who supports it

PlatformStatus
OpenXR specificationExtensions published and ratified
Headset runtimesSupport expected to roll out over time; check each vendor
Meta Quest todayGenerally one immersive app at a time
Apple Vision ProUses Apple's own APIs, not OpenXR
Unity and UnrealBoth support OpenXR; extension support follows runtimes and plugins

Do not promise multitasking features to a client until your target headset's runtime supports the extension.

What changes in app design

Design for a bounded space

An app in a container may get a small volume instead of the whole room. Menus, models and text need to remain usable when scaled down, and content should not assume it can surround the user.

Handle focus properly

When the user switches to another app, yours should pause sensibly, keep state and resume quickly. Audio, input and animations should respect focus.

Be a good neighbour

Running alongside other apps means sharing processing power and memory. Lower update rates and effects when in the background, and keep frame time stable when in focus.

Keep full immersion as an option

Games and training scenarios often need full immersion. Plan a clear switch between bounded and immersive modes.

Which apps benefit most

  • Productivity and dashboards that sit next to other tools.
  • Training references, such as a 3D procedure guide open beside a simulation.
  • Product viewers and showrooms that users check while doing something else.
  • Social and messaging layers alongside games.
  • Casual games that work in a small window.

How to prepare in Unity or Unreal

  1. Build on OpenXR rather than vendor-only APIs where you can.
  2. Add a bounded layout for your main UI and test it in a small volume.
  3. Implement pause and resume on focus loss, and test it often.
  4. Profile memory and CPU so the app behaves well when sharing the device.
  5. Track your target runtime's release notes and adopt the extension behind a feature flag.

What it means for VR training and enterprise

Enterprise users often need reference material while they practise or work. Multitasking can let a procedure guide, checklist or video sit next to a simulation. It also helps device fleets standardise on OpenXR apps. For planning a training project, see VR training for manufacturing and what the end of Quest for Business means.

Testing a bounded mode before runtimes support it

You do not need the extension to start. Add a simple "compact" mode to your app that shrinks the experience into a small volume in front of the user, and use it to find problems: UI that is too small, models that clip, interactions that need too much space, and effects that are too heavy. Fixing these now makes the eventual switch to real containers a small job.

  • Can a user complete the main task inside a volume roughly the size of a desk?
  • Is all text readable at that scale?
  • Does the app pause cleanly when the headset is removed or focus changes?
  • Does memory use stay stable over a long session?

What it means for budgets

For most projects, supporting a bounded mode is a modest addition: mainly UI layout, focus handling and testing. It is much cheaper to plan from the start than to retrofit. When we scope XR apps, we include focus handling and scalable UI as standard, because they also improve comfort and reliability on current headsets. Our VR packages list fixed starting prices.

The bottom line

Spatial containers are a meaningful step for open XR: they give developers one way to support multitasking across vendors that adopt them. The rollout will take time, so the sensible move now is to make apps work well in a bounded space and handle focus properly. Those changes make apps better today and ready for multitasking when it arrives.

Sources: Khronos: OpenXR spatial containers · Road to VR: OpenXR spatial multitasking API · Khronos OpenXR registry. Checked October 27, 2026.

Related: VR development · VR packages · AR development

FAQ

Quick answers ❓

What are OpenXR spatial containers?

They are OpenXR extensions that let an XR app run inside a bounded 3D container alongside other apps, or switch to full immersion, with the system controlling where containers are placed.

Which extensions add spatial containers?

XR_EXT_spatial_container creates and manages containers, and XR_EXT_spatial_container_self_rendering lets an app draw into one using OpenXR composition layers.

Can I use spatial containers on Meta Quest today?

Quest generally runs one immersive app at a time today. Support depends on Meta adding the extensions to its OpenXR runtime, so check Meta's release notes.

Does Apple Vision Pro use OpenXR spatial containers?

No. Apple Vision Pro uses Apple's own APIs for multitasking rather than OpenXR.

How should I prepare my XR app?

Build on OpenXR, design UI that works in a bounded space, handle focus loss and resume properly, and reduce resource use when the app is in the background.

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