---
name: display-glasses-with-jetpack-compose-glimmer
description: Provides guidelines for developing projected Android XR apps for display
  glasses using the Jetpack Compose Glimmer UI toolkit. This skill covers foundational
  Glimmer design principles, workflows for implementing Jetpack Compose Glimmer, and
  interaction models for the glasses form factor. Use this skill to build an Android
  XR Augmented Experience app with Jetpack Compose Glimmer that adheres to the Glimmer
  design system for optimized glasses styling.
license: Complete terms in LICENSE.txt
metadata:
  author: Google LLC
  last-updated: '2026-05-20'
  keywords:
  - Jetpack Compose Glimmer
  - audio glasses
  - display glasses
  - Projected Activity
  - GlimmerTheme
  - Additive Display
  - Android XR - Augmented Experiences
---

## Glossary

| Term | Definition |
|---|---|
| **Intelligent Eyewear** | All-day wear, hands-free devices that provide access to information. Equipped with speakers, a camera, and a microphone. Some are audio-only (audio glasses), and some also have a display (display glasses). |
| **Display Glasses** | Audio glasses with the addition of a small, private display for glanceable visuals that harmonize with audio output. |
| **Jetpack Compose Glimmer** | A Compose UI toolkit for building augmented Android XR experiences, optimized for display glasses. It provides components, theming, and behaviors for transparent displays. |
| **Projected Activity (Glasses Activity)** | An Android `Activity` that runs on a host device (phone) but its UI and interactions are projected to a connected, intelligent eyewear device (audio or display glasses). |
| **Projected Device** | An XR device connected to an Android-powered device (host). Host projects the application content to the Projected device and let users interact with it. |
| **GlimmerTheme** | The root provider for styling tokens, including GlimmerColors, GlimmerTypography, and GlimmerShapes. |
| **Additive Display** | A display technology where black (#000000) is rendered as 100% transparent. UI is built by adding light to the environment. Display glasses have an additive display. |
| **Augmented Experiences** | Android XR experiences that enhance a user's focus and presence in the real world. They are lightweight and additive, helping users while they are on-the-go |
| **Visual Angle** | A unit of measurement for perceived size in XR. The minimum readable text size is 0.6 degrees (approx. 18sp at 1 m). |

## Prerequisites

- Mobile project must target `compileSdk` 37 or higher. If the `compileSdk` is lower than 37, increase the `compileSdk` to 37.
- Ensure you are using the latest library dependencies from [Create your first
  activity for intelligent eyewear](https://developer.android.com/develop/xr/jetpack-xr-sdk/ai-glasses/first-activity).

## Core Constraints

- **Don't:** Use `MaterialTheme` or Material Components.
- **Do:** Use `GlimmerTheme` and Jetpack Compose Glimmer Components.
- **Do:** Use `createGoogleSansFlexTypography()` from `androidx.xr.glimmer:glimmer-google-fonts` as the `Typography` value for `GlimmerTheme` to ensure that consistent typography is applied throughout the components.

## Limitations

- Specific hardware device models or their unique capabilities are not detailed.
- **Elevation:** Standard Material 3 shadow or elevation modifiers are not supported. You must use `ShadowScope` or `Depth` tokens from Jetpack Compose Glimmer.
- **Minimum Size:** The absolute minimum size for readable text is 18sp (0.6°). Anything smaller will fail legibility checks.
- **Text Weight:** Avoid "Thin" or "Hairline" weights; they cause shimmering and aliasing on additive AR lenses.

## 1. Set up dependencies

- **Setup Projected Activity:** First, you need to create a new projected activity for your app. If the project doesn't already have one, see [Create
  your first activity for intelligent eyewear](https://developer.android.com/develop/xr/jetpack-xr-sdk/ai-glasses/first-activity). Use [references/projectedcontext-source.md](references/projectedcontext-source.md) to launch the Glasses Projected activity on the Projected Device. Ensure that you specify `xr_projected` for the `android:requiredDisplayCategory` attribute in app manifest to tell the system that this activity will use a projected context to access hardware from a connected device.
- **Mobile App Integration:** If the project contains an existing mobile app, you must create a new Glasses Activity dedicated to rendering Glimmer UI. For detailed configuration, heavily reference [Create your first activity
  for intelligent eyewear](https://developer.android.com/develop/xr/jetpack-xr-sdk/ai-glasses/first-activity). If there isn't already a method to launch the Glasses Activity, add a button to the existing mobile app UI labeled "Launch on Glasses" that uses `ProjectedContext` to launch the Glasses Activity on the glasses. Always keep this button in a highly visible location, such as an overlay Floating Action Button (FAB) or the top navigation bar, to ensure users discover the projection capability. If the glasses aren't connected, disable the button. Don't launch the Glasses Activity on the phone, only on the display glasses. If it makes sense to automatically launch the Glasses Activity without an explicit launch button, then do so.
- **UI Library:** Identify if the project has the `androidx.xr.glimmer:glimmer` library, if not it must be added to the project. See [Declaring Jetpack Compose Glimmer Dependencies](https://developer.android.com/jetpack/androidx/releases/xr-glimmer#declaring_dependencies) to fetch the latest dependency version.
- **Theming:** All Glimmer components must be wrapped within the `GlimmerTheme` composable to ensure correct token resolution.
- **Mandatory black background:** Display glasses use additive displays. Any non-black color in the background blocks the real world. **You must always** set a pure black background (`Modifier.background(Color.Black)`) on the root container of your Projected Activity.
- **Font:** The default font is Google Sans Flex. Use `androidx.xr.glimmer.googlefonts` library with the default type styles unless otherwise specified. Use `createGoogleSansFlexTypography` to create a `Typography` instance with the Google Sans Flex configuration. Provide this `Typography` instance as normal through `GlimmerTheme`. Use [references/glimmersansflextypography-source.md](references/glimmersansflextypography-source.md) for configuration.
- **Hardware Capabilities:** Different types of intelligent eyewear devices have different capabilities. To check for these at runtime, see the [Check
  device capabilities at runtime for intelligent eyewear](https://developer.android.com/develop/xr/jetpack-xr-sdk/ai-glasses/check-capabilities).
- **Hardware Permissions:** To request hardware permissions like the microphone and camera, see the [Request hardware permissions for
  intelligent eyewear](references/android/develop/xr/jetpack-xr-sdk/request-hardware-permissions.md).
- **Hardware Access:** To use the glasses camera, sensors, or access the phone's hardware, see the [Use a projected context to access hardware on
  intelligent eyewear](references/android/develop/xr/jetpack-xr-sdk/access-hardware-projected-context.md).

## 2. Minimize and translate the UI

- For display glasses, build UI using components from the Jetpack Compose Glimmer framework.
- Use depth to communicate element priority and hierarchy.
- Design from the bottom up, trying to minimize how much of the real world you cover. Always bottom align UI to the glasses display.
- **One Thing at a Time:** Prioritize the user's awareness of the real world. Show only one primary piece of information at a time (for example, using a `Stack`) to minimize obstruction of the user's field of view. Avoid multiple simultaneous cards.
- **Color Contrast:** Ensure at least a 70% tone difference between foreground and background using the HCT color space. For calculation metrics, use [references/material-hct-source.md](references/material-hct-source.md).

## 3. Map input controls

- Map app interactions, such as tap and swipe, to the available hardware controls on the glasses, such as the touchpad.
- Inputs are more 1-dimensional; users typically make one control input at a time.
- Avoid nesting scrolling controls.
- Jetpack Compose Glimmer components are designed to work with standard input methods, such as a tap or swipe on the glasses' touchpad.
- Use System Back to dismiss temporary states or detailed views.
- To add input, focus, tap, swipe to your Glasses UI, follow [Focus in Jetpack
  Compose Glimmer](references/android/develop/xr/jetpack-xr-sdk/jetpack-compose-glimmer/focus.md).
  - For a detailed breakdown of hardware inputs, see [Hardware Controls for
    display glasses](references/android/design/ui/ai-glasses/guides/interaction/inputs.md)

## 4. Build with Jetpack Compose Glimmer

Jetpack Compose Glimmer is the UI toolkit for building augmented experiences on
display glasses.

### Key Features

- **Glimmer Theming:** A simplified glasses-specific theme for optimal visibility.
- **Pre-compatible Input:** Supports tap and swipe by default.
- **Pre-built Components:** Provides optimized composables like `Card`, `ListItem`, `Button`, etc.

### Focus Management in Glimmer

- Jetpack Compose Glimmer uses a one-dimensional focus search.
- Focus movement is continuous for scrollable containers and discrete for elements like a row of buttons.
- To enable the system to automatically set initial focus, you must set the `isInitialFocusOnFocusableAvailable` flag to `true` in your activity's `onCreate` method. For more information on how to implement, see [Focus in
  Jetpack Compose Glimmer](references/android/develop/xr/jetpack-xr-sdk/jetpack-compose-glimmer/focus.md).

### Implementing Glimmer Styles

Glimmer styles are accessed through the `GlimmerTheme` object. Use
[references/glimmertheme-source.md](references/glimmertheme-source.md) for reference.

| Category | Token | Value / Role |
|---|---|---|
| **Color** | primary | #9BBFFF (Focal color) |
| **Color** | secondary | #4C88E9 (Focal color) |
| **Color** | surface | #262626 (Transparent base - renders as transparent) |
| **Color** | outline | #606460 (3.dp border color) |
| **Shape** | Standard | `RoundedCornerShape(36.dp)` |
| **Shape** | Small | `RoundedCornerShape(12.dp)` |

#### Typography Scale (Google Sans Flex)

**Strict default:** When creating Glimmer UI you must use Google Sans Flex
unless a custom brand typeface is explicitly specified.
**Variable Font Settings:** As Google Sans Flex is a variable font, you must
configure the following axes:

- **Roundness (`ROND`):** Always set to `100f` for the signature rounded appearance.
- **Width (`wdth`):** Set to `100f`.
- **Optical Size (`opsz`):** Set to `9f`.
- **Weight (`wght`):** Use specific values for different roles (Title: `725f`, Body: `520f`, Caption: `650f`).

| Style Name | Size / Line-Height | Weight Axis | Width | Roundness | Optical size |
|---|---|---|---|---|---|
| **Title Large** | 30.sp / 36.sp | 725 | 100 | 100 | 9 |
| **Title Medium** | 24.sp / 32.sp | 725 | 100 | 100 | 9 |
| **Title Small** | 20.sp / 28.sp | 725 | 100 | 100 | 9 |
| **Body Large** | 30.sp / 36.sp | 520 | 100 | 100 | 9 |
| **Body Medium** | 24.sp / 32.sp | 520 | 100 | 100 | 9 |
| **Body Small** | 20.sp / 28.sp | 520 | 100 | 100 | 9 |
| **Caption** | 18.sp / 28.sp | 650 | 100 | 100 | 9 |

#### Depth Levels

Simulate depth on display glasses using shadows to establish a sense of
hierarchy through varying levels of emphasis. The Jetpack Compose Glimmer
controls use `DepthEffect` with 5 preset `DepthEffectLevels`. Use
[references/deptheffect-source.md](references/deptheffect-source.md) and
[references/deptheffectlevels-source.md](references/deptheffectlevels-source.md) for reference.

Some examples:

| Level | Usage |
|---|---|
| **level1** | Standard rest state for cards and persistent background UI. |
| **level2** | Standard focus/pressed state for buttons and interactive cards. |
| **ExtraSmall** | 4.dp |

### Implementing Jetpack Compose Glimmer Components

#### Cards

Cards are a fundamental surface-based container in Glimmer used to group related
content, such as text, images, icons and actions into a single focal point. They
establish a clear depth plane (Z-axis) in the Glasses environment, providing a
stable background for text, images, and icons. Never embed a card within a List
Item.

##### Core Implementation Logic

- **Surface Hierarchy:** Cards are designed to sit on a base surface or within a list. They provide an automatic visual feedback when focused if an `onClick` lambda is provided.
- **Interactivity:**
  - **IF** the entire Card serves as a single trigger (e.g., a media item or a setting): **THEN** provide an `onClick` lambda to enable focus effects.
  - **ELSE:** Leave `onClick` as `null` if the Card contains multiple internal interactive elements (like separate buttons or switches) to avoid focus contention.

##### Technical Documentation Links

If you are creating a Glimmer Card component, read the:

- **Developer Guidance:** [Jetpack Compose Glimmer: Cards](references/android/develop/xr/jetpack-xr-sdk/jetpack-compose-glimmer/cards.md)
- **API Source Code:** Use [references/card-source.md](references/card-source.md).
- **Implementation Samples:** Use [references/card-samples-source.md](references/card-samples-source.md). (Basic and Interactive Card usage)

#### Buttons

Buttons are the primary triggers for discrete actions in Glimmer. They are
specifically optimized for the display glasses focus model, where a focus
highlight is added when focus is moved to the button using the touchpad or other
methods.

##### Core Implementation Logic

- There are two types of buttons to choose from in Glimmer:
  - **Standard buttons** (Required text label with optional leading or trailing icons). Use this when there is more space in the UI, or when the meaning of the button isn't clear without text.
  - **Icon buttons** (icon only). Only use icon buttons when the icon is clearly understandable.
- Both icon and standard buttons have default and toggle variants:
  - Default (use for single actions like "buy" or "navigate")
  - Toggle (use for things with selected states like mute buttons)

##### Technical Documentation Links

If you are creating a Glimmer Button component, read the:

- **Developer Guidance:** [Jetpack Compose Glimmer: Buttons](references/android/develop/xr/jetpack-xr-sdk/jetpack-compose-glimmer/buttons.md)
- **API Source Code:** Use [references/button-source.md](references/button-source.md).
- **Implementation Samples:** Use [references/button-samples-source.md](references/button-samples-source.md).

#### Title Chips

Chips are a pill-shaped, specialized labeling component designed to sit above a
`Card` or a group of content to provide a title. Use title chips to display
concise information like a short title, a name, or a status.

##### Guidelines and usage

- **Spatial Spacing:** When using a standalone `TitleChip` above content, you must use `TitleChipDefaults.AssociatedContentSpacing` (8.dp) to maintain the visual hierarchy.
- **Interactivity:** Title chips are purely for informational purposes, they cannot be targeted or activated for navigation.
- **Layout** Always center text in a title chip. Never let the title chip go to two lines, and truncate extra words. Keep the label to three words or less.

##### Technical Documentation Links

If you are creating a Glimmer Title Chip component, read the:

- **Developer Guidance:** [Jetpack Compose Glimmer: Title Chips](references/android/develop/xr/jetpack-xr-sdk/jetpack-compose-glimmer/title-chips.md)
- **API Source Code:** Use [references/titlechip-source.md](references/titlechip-source.md).
- **Implementation Samples:** Use [references/titlechip-samples-source.md](references/titlechip-samples-source.md). (Title Chips above group content)

#### Icons

Icons are visual symbols used to represent concepts, actions, or status in a
concise way. In Glimmer, icons and icon buttons are optimized for the XR
environment, providing clear visibility on additive displays and gaze-responsive
feedback for interactive elements.

##### Guidelines and usage

- **Sizing:** Use predefined `IconSizes` (e.g., Standard, Large) to ensure icons remain legible and meet the minimum touch target requirements for the XR environment.
- **Interactivity:**
  - **If** an icon serves as a trigger: **Then** you must use an `IconButton` to provide the automatic visual feedback and required tap-target padding.
  - **ELSE:** Use a standalone `Icon` for non-interactive indicators or status symbols.
- **Contrast:** **NEVER** use pure black (#000000) for icon tints; always use themed colors or standard Glimmer content colors to ensure the icon is visible against dark or real-world backgrounds.
- **Icon Library** The default icon library is [Material Symbols](https://fonts.google.com/icons?icon.style=Rounded) with 600 weight, Rounded, Unfilled, unless otherwise specified.

##### Technical Documentation Links

If you are creating a Glimmer Icon component, read the:

- **Developer Guidance:** [Jetpack Compose Glimmer: Icons](references/android/develop/xr/jetpack-xr-sdk/jetpack-compose-glimmer/icons.md)
- **API Source Code (Icon):** Use [references/icon-source.md](references/icon-source.md).
- **API Source Code (IconButton):** Use [references/iconbutton-source.md](references/iconbutton-source.md).
- **API Source Code (IconSizes):** Use [references/iconsizes-source.md](references/iconsizes-source.md).

#### Lists

Lists are containers that allow you to navigate between and see multiple items
on glasses. If your use case works with only seeing one item in the list at a
time, use a Glimmer Stack. Use lists with a Title Chip when the list
items are similar in type. Also use a Glimmer Stack if the items are of
different types.

##### Guidelines and usage

- **ListItem Slots:** Use the `ListItem` composable for rows. It provides predefined slots. Use [references/listitem-source.md](references/listitem-source.md) for reference.
- **Visual Consistency:** When building lists of similar items, always use a consistent background color (typically `GlimmerTheme.colors.surface`) and corner radius (standard 36.dp) for every item. Don't vary these unless you are visually grouping different *types* of content.
- **Integrated Title Chips:** Glimmer Lists support integrated title chips. **IF** you need a section header within a list: **THEN** enable the integrated title chip rather than adding a standalone `TitleChip` to maintain spatial consistency.
- **Vertical Arrangement:** ALWAYS use `verticalArrangement =
  Arrangement.spacedBy(20.dp)` for `VerticalList` to ensure visual separation between items on the glasses display.
- Be sure to use the default 20 dp spacing between list items unless otherwise specified.

##### Technical Documentation Links

If you are creating a Glimmer List component, read the:

- **API Source Code (List):** Use [references/list-source.md](references/list-source.md).
- **API Source Code (ListItem):** Use [references/listitem-source.md](references/listitem-source.md).
- **API Source Code (ListState):** Use [references/liststate-source.md](references/liststate-source.md).

#### Stacks

A stack is a collapsed list that only displays one piece of content at a time,
in a stacked visual, such as a card. If it is useful to show more than one item
at a time, use the Glimmer List control. Don't use a title chip with a stack.
If the items are of different types use a stack to show them. If the items are
of the same type, use a list.

##### Guidelines and usage

**Layout tips**

- Stacks accept variable height items.
- Align your stack control with the bottom of the display.
- The stack control must be 66 dp taller than the tallest item in the stack, allowing room for the scrim and minimizing movement when navigating between items.
- **Clipping and Layering:** To ensure that items behind the top item are correctly clipped and hidden, you **must** apply the `.itemDecoration(CardDefaults.shape)` modifier to the `Card` (or relevant container) inside every `item` block.
- **Depth Shadows:** To maintain spatial separation and element priority, utilize Glimmer's `ShadowScope`, `DepthEffect`, or prescribed `DepthEffectLevels` for depth plane scaling.

##### Technical Documentation Links

If you are creating a Glimmer Stack component, read the:

- **API Source Code (Stack):** Use [references/stack-source.md](references/stack-source.md).
- **API Source Code (StackState):** Use [references/stackstate-source.md](references/stackstate-source.md).
- **API Source Code (StackItemScope):** Use [references/stackitemscope-source.md](references/stackitemscope-source.md).

#### Text

In Jetpack Compose Glimmer, the [`Text`](references/android/develop/xr/jetpack-xr-sdk/jetpack-compose-glimmer/text.md) component builds off the Compose
text component, and lets you set various text properties. Be sure to choose a
style from the `GlimmerTheme` for your text. Modify the theme for your
application if you want custom typography.

##### Essential Constraint: Glimmer Text versus Material Text

On transparent Display Glasses (additive displays), standard Material `Text`
resolves to dark foreground tokens which render as transparent and invisible.
Glimmer `Text` intelligently manages theme color matching. When no manual color
override is specified, Glimmer `Text` automatically defaults to the content
color provided by the nearest Glimmer surface.

- **Don't:** Use Material Text
- **Do:** Use Glimmer Text

#### Surface

`Surface` is a fundamental building block in Glimmer. Use
[references/surface-source.md](references/surface-source.md) for reference.

A surface represents a distinct visual area or 'physical' boundary for
components such as buttons and cards. Use it if you need to build a custom
component.

## 5. Integrate with system UI

- For a detailed breakdown of notifications on intelligent eyewear, see [Understand notification behavior for intelligent eyewear](https://developer.android.com/develop/xr/jetpack-xr-sdk/ai-glasses/notifications/behavior) and learn how to [Start a glasses activity on display glasses from a notification](https://developer.android.com/develop/xr/jetpack-xr-sdk/ai-glasses/notifications/start-activity).


---
Source attribution: android
Original project: https://github.com/android/skills
License: Apache-2.0
License information: https://www.apache.org/licenses/LICENSE-2.0
Original upstream instructions; downloaded from Mega AI Hub.

## Upstream license notice


                                 Apache License
                           Version 2.0, January 2004
                        http://www.apache.org/licenses/

   TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION

   1. Definitions.

      "License" shall mean the terms and conditions for use, reproduction,
      and distribution as defined by Sections 1 through 9 of this document.

      "Licensor" shall mean the copyright owner or entity authorized by
      the copyright owner that is granting the License.

      "Legal Entity" shall mean the union of the acting entity and all
      other entities that control, are controlled by, or are under common
      control with that entity. For the purposes of this definition,
      "control" means (i) the power, direct or indirect, to cause the
      direction or management of such entity, whether by contract or
      otherwise, or (ii) ownership of fifty percent (50%) or more of the
      outstanding shares, or (iii) beneficial ownership of such entity.

      "You" (or "Your") shall mean an individual or Legal Entity
      exercising permissions granted by this License.

      "Source" form shall mean the preferred form for making modifications,
      including but not limited to software source code, documentation
      source, and configuration files.

      "Object" form shall mean any form resulting from mechanical
      transformation or translation of a Source form, including but
      not limited to compiled object code, generated documentation,
      and conversions to other media types.

      "Work" shall mean the work of authorship, whether in Source or
      Object form, made available under the License, as indicated by a
      copyright notice that is included in or attached to the work
      (an example is provided in the Appendix below).

      "Derivative Works" shall mean any work, whether in Source or Object
      form, that is based on (or derived from) the Work and for which the
      editorial revisions, annotations, elaborations, or other modifications
      represent, as a whole, an original work of authorship. For the purposes
      of this License, Derivative Works shall not include works that remain
      separable from, or merely link (or bind by name) to the interfaces of,
      the Work and Derivative Works thereof.

      "Contribution" shall mean any work of authorship, including
      the original version of the Work and any modifications or additions
      to that Work or Derivative Works thereof, that is intentionally
      submitted to Licensor for inclusion in the Work by the copyright owner
      or by an individual or Legal Entity authorized to submit on behalf of
      the copyright owner. For the purposes of this definition, "submitted"
      means any form of electronic, verbal, or written communication sent
      to the Licensor or its representatives, including but not limited to
      communication on electronic mailing lists, source code control systems,
      and issue tracking systems that are managed by, or on behalf of, the
      Licensor for the purpose of discussing and improving the Work, but
      excluding communication that is conspicuously marked or otherwise
      designated in writing by the copyright owner as "Not a Contribution."

      "Contributor" shall mean Licensor and any individual or Legal Entity
      on behalf of whom a Contribution has been received by Licensor and
      subsequently incorporated within the Work.

   2. Grant of Copyright License. Subject to the terms and conditions of
      this License, each Contributor hereby grants to You a perpetual,
      worldwide, non-exclusive, no-charge, royalty-free, irrevocable
      copyright license to reproduce, prepare Derivative Works of,
      publicly display, publicly perform, sublicense, and distribute the
      Work and such Derivative Works in Source or Object form.

   3. Grant of Patent License. Subject to the terms and conditions of
      this License, each Contributor hereby grants to You a perpetual,
      worldwide, non-exclusive, no-charge, royalty-free, irrevocable
      (except as stated in this section) patent license to make, have made,
      use, offer to sell, sell, import, and otherwise transfer the Work,
      where such license applies only to those patent claims licensable
      by such Contributor that are necessarily infringed by their
      Contribution(s) alone or by combination of their Contribution(s)
      with the Work to which such Contribution(s) was submitted. If You
      institute patent litigation against any entity (including a
      cross-claim or counterclaim in a lawsuit) alleging that the Work
      or a Contribution incorporated within the Work constitutes direct
      or contributory patent infringement, then any patent licenses
      granted to You under this License for that Work shall terminate
      as of the date such litigation is filed.

   4. Redistribution. You may reproduce and distribute copies of the
      Work or Derivative Works thereof in any medium, with or without
      modifications, and in Source or Object form, provided that You
      meet the following conditions:

      (a) You must give any other recipients of the Work or
          Derivative Works a copy of this License; and

      (b) You must cause any modified files to carry prominent notices
          stating that You changed the files; and

      (c) You must retain, in the Source form of any Derivative Works
          that You distribute, all copyright, patent, trademark, and
          attribution notices from the Source form of the Work,
          excluding those notices that do not pertain to any part of
          the Derivative Works; and

      (d) If the Work includes a "NOTICE" text file as part of its
          distribution, then any Derivative Works that You distribute must
          include a readable copy of the attribution notices contained
          within such NOTICE file, excluding those notices that do not
          pertain to any part of the Derivative Works, in at least one
          of the following places: within a NOTICE text file distributed
          as part of the Derivative Works; within the Source form or
          documentation, if provided along with the Derivative Works; or,
          within a display generated by the Derivative Works, if and
          wherever such third-party notices normally appear. The contents
          of the NOTICE file are for informational purposes only and
          do not modify the License. You may add Your own attribution
          notices within Derivative Works that You distribute, alongside
          or as an addendum to the NOTICE text from the Work, provided
          that such additional attribution notices cannot be construed
          as modifying the License.

      You may add Your own copyright statement to Your modifications and
      may provide additional or different license terms and conditions
      for use, reproduction, or distribution of Your modifications, or
      for any such Derivative Works as a whole, provided Your use,
      reproduction, and distribution of the Work otherwise complies with
      the conditions stated in this License.

   5. Submission of Contributions. Unless You explicitly state otherwise,
      any Contribution intentionally submitted for inclusion in the Work
      by You to the Licensor shall be under the terms and conditions of
      this License, without any additional terms or conditions.
      Notwithstanding the above, nothing herein shall supersede or modify
      the terms of any separate license agreement you may have executed
      with Licensor regarding such Contributions.

   6. Trademarks. This License does not grant permission to use the trade
      names, trademarks, service marks, or product names of the Licensor,
      except as required for reasonable and customary use in describing the
      origin of the Work and reproducing the content of the NOTICE file.

   7. Disclaimer of Warranty. Unless required by applicable law or
      agreed to in writing, Licensor provides the Work (and each
      Contributor provides its Contributions) on an "AS IS" BASIS,
      WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
      implied, including, without limitation, any warranties or conditions
      of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
      PARTICULAR PURPOSE. You are solely responsible for determining the
      appropriateness of using or redistributing the Work and assume any
      risks associated with Your exercise of permissions under this License.

   8. Limitation of Liability. In no event and under no legal theory,
      whether in tort (including negligence), contract, or otherwise,
      unless required by applicable law (such as deliberate and grossly
      negligent acts) or agreed to in writing, shall any Contributor be
      liable to You for damages, including any direct, indirect, special,
      incidental, or consequential damages of any character arising as a
      result of this License or out of the use or inability to use the
      Work (including but not limited to damages for loss of goodwill,
      work stoppage, computer failure or malfunction, or any and all
      other commercial damages or losses), even if such Contributor
      has been advised of the possibility of such damages.

   9. Accepting Warranty or Additional Liability. While redistributing
      the Work or Derivative Works thereof, You may choose to offer,
      and charge a fee for, acceptance of support, warranty, indemnity,
      or other liability obligations and/or rights consistent with this
      License. However, in accepting such obligations, You may act only
      on Your own behalf and on Your sole responsibility, not on behalf
      of any other Contributor, and only if You agree to indemnify,
      defend, and hold each Contributor harmless for any liability
      incurred by, or claims asserted against, such Contributor by reason
      of your accepting any such warranty or additional liability.

   END OF TERMS AND CONDITIONS

   APPENDIX: How to apply the Apache License to your work.

      To apply the Apache License to your work, attach the following
      boilerplate notice, with the fields enclosed by brackets "[]"
      replaced with your own identifying information. (Don't include
      the brackets!)  The text should be enclosed in the appropriate
      comment syntax for the file format. We also recommend that a
      file or class name and description of purpose be included on the
      same "printed page" as the copyright notice for easier
      identification within third-party archives.

   Copyright [yyyy] [name of copyright owner]

   Licensed under the Apache License, Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

       http://www.apache.org/licenses/LICENSE-2.0

   Unless required by applicable law or agreed to in writing, software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.


# Mega AI Hub resource metadata

Creator / publisher: android
Original project: https://github.com/android/skills
Attribution basis: Original project named by vendored-folder README

Fields of work: Design, Development & Engineering, Product Management
Roles: Mobile Developer, Product Manager, UX Designer
Specialties: API, Mobile
Tools: Android Xr Sdk, Jetpack Compose Glimmer
Country applicability: Country not specified
Classification basis: Source catalog labels
Instruction SHA-256: 1b663a78a81fcb1bc63d1ba8799103099da368113d72a46c6ed99d6e13566109
Metadata reviewed: 2026-10-27
This metadata supersedes earlier Mega AI Hub catalog attribution. Original instruction and supporting files are preserved.
