> For the complete documentation index, see [llms.txt](https://docs.multiset.ai/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.multiset.ai/unity-sdk/on-device-localization/importing-the-on-device-package.md).

# Importing the On-Device Package

On-Device Localization and On-Device Object Tracking are delivered in a separate Unity package, **MultiSet-OnDevice.unitypackage**, that you import on top of the standard MultiSet Unity SDK. This package contains the native binaries, prefabs, editor tooling, and sample scenes needed to run localization and object tracking entirely on the device.

{% hint style="warning" %}
On-Device support is an Enterprise feature. The **MultiSet-OnDevice.unitypackage** is available on the Enterprise Plan. Please contact support to enable this for your account.
{% endhint %}

### Prerequisites

Before importing the On-Device package, make sure your project already has:

1. The **MultiSet Unity SDK** installed.
2. The SDK **Samples** imported from the Unity **Package Manager**.

Once the SDK and its Samples are in your project, you can obtain the **MultiSet-OnDevice.unitypackage** and import it.

### Step 1: Import the Custom Package

In Unity, go to the menu **Assets > Import Package > Custom Package...**

<figure><img src="/files/pPdzwUsYuCSr7HyA5VO0" alt=""><figcaption><p>Assets > Import Package > Custom Package...</p></figcaption></figure>

Browse to the downloaded **MultiSet-OnDevice.unitypackage** file and click **Open**.

<figure><img src="/files/9thNx0qKAyUkUH68PfuA" alt=""><figcaption><p>Select the downloaded MultiSet-OnDevice.unitypackage</p></figcaption></figure>

In the **Import Unity Package** dialog, keep all items selected and click **Import**.

<figure><img src="/files/M8EnjmBkfTwWKjoQfupC" alt=""><figcaption><p>Import Unity Package dialog</p></figcaption></figure>

### Step 2: Verify the Imported Folder

After import, a **MultiSet-OnDevice** directory is added under the **Assets** folder of your current Unity project. It contains everything required to work with On-Device Localization and On-Device Object Tracking:

* **Editor**: Editor tooling for downloading offline bundles and validating builds.
* **Plugins**: Native iOS and Android binaries (including `multiset_ios.framework` and the Android `.so` / `.aar` libraries).
* **Prefabs**: `OnDeviceLocalizationManager` and `OnDeviceObjectTrackingManager` prefabs.
* **Scenes**: The three sample scenes.

<figure><img src="/files/GpRD4NpaE4Ab25pKUP0M" alt="" width="563"><figcaption><p>MultiSet-OnDevice folder under Assets</p></figcaption></figure>

### Sample Scenes

The package ships with three sample scenes under **MultiSet-OnDevice/Scenes**:

| Scene                      | Purpose                                                  |
| -------------------------- | -------------------------------------------------------- |
| **OnDeviceLocalization**   | On-Device Localization into a Map or MapSet.             |
| **OnDeviceNavigation**     | On-Device Localization combined with NavMesh navigation. |
| **OnDeviceObjectTracking** | On-Device Object Tracking against one or more objects.   |

Use these scenes as a starting point. Open the one that matches your use case, set it up, and build to iOS or Android.

### Native Plugins (iOS & Android)

All native plugin files required for On-Device Localization and On-Device Object Tracking, for **both iOS and Android**, are included in the package. You do **not** need to download or import the `multiset_ios.framework` (or any Android library) separately.

After import, the native binaries live under `Assets/MultiSet-OnDevice/Plugins`:

```
/Assets/MultiSet-OnDevice/Plugins/iOS/multiset_ios.framework   (iOS)
/Assets/MultiSet-OnDevice/Plugins/Android                      (Android .so / .aar libraries)
```

{% hint style="warning" %}
The On-Device feature (and the `multiset_ios.framework`) requires the Enterprise Plan. Other SDK features work out of the box without these binaries.
{% endhint %}

On iOS, the package includes a post-process build step that wires up the required system frameworks (such as `DeviceCheck.framework`) automatically when you build the Xcode project, so no manual Xcode configuration is needed.

In most cases the plugin import settings are applied automatically. If you need to verify them, select `multiset_ios.framework` in the Project window and confirm the **iOS** platform is enabled and **Add to Embedded Binaries** is checked, then click **Apply**.

### Register Your App Identifier (Bundle ID)

For On-Device Localization and On-Device Object Tracking to work, your app's **Bundle Identifier** must be registered on the MultiSet Developer Portal. Only apps with a matching identifier are allowed to download and run offline maps and objects.

{% hint style="warning" %}
This setting is only available to users who already have permission to process Maps / MapSets and Objects for On-Device Localization and On-Device Object Tracking.
{% endhint %}

1. Go to [**https://developer.multiset.ai/credentials/settings**](https://developer.multiset.ai/credentials/settings).
2. In the **App Identifiers** section, register both your **iOS Bundle ID** and your **Android Package Name**.
3. Click **Add**, enter the identifier in reverse-DNS format (for example, `com.companyname.vps`), and save.

<figure><img src="/files/EdCsKEZfGuaNPmFufc3f" alt=""><figcaption><p>App Identifiers on the Credentials > Settings page</p></figcaption></figure>

<figure><img src="/files/uT4CQaEdU1DsxWdorvbm" alt="" width="563"><figcaption><p>Add an iOS Bundle ID (Reverse-DNS format)</p></figcaption></figure>

{% hint style="danger" %}
The identifier you register must **exactly match** the Bundle Identifier of your Unity project. In Unity, set it under **Edit > Project Settings > Player > Other Settings > Bundle Identifier**, for both iOS and Android. For example, if your Unity project uses `com.companyname.vps`, register `com.companyname.vps` for both platforms on the portal.
{% endhint %}

### First Build & Internet Requirement

When the app is built and launched for the **first time**, it requires an active internet connection to:

* **Verify your account** and the registered App Identifier against the Enterprise License.
* **Download the map / object assets** needed for On-Device Localization or On-Device Object Tracking (when using Runtime bundle mode).

This first-run download may take some time depending on the map size. After the assets are cached locally, subsequent runs work offline (no internet required).

### Next Steps

* [On-Device Localization](/unity-sdk/on-device-localization.md): Set up the **OnDeviceLocalization** scene.
* [On-Device Object Tracking](/unity-sdk/on-device-localization/on-device-object-tracking.md): Set up the **OnDeviceObjectTracking** scene.


---

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