{"id":1622,"date":"2026-05-21T06:03:18","date_gmt":"2026-05-21T06:03:18","guid":{"rendered":"https:\/\/studio.antier.com\/blogs\/google-io-2026-xr-toolchain-unified-development\/"},"modified":"2026-05-21T06:09:31","modified_gmt":"2026-05-21T06:09:31","slug":"google-io-2026-xr-toolchain-unified-development","status":"publish","type":"post","link":"https:\/\/studio.antier.com\/blogs\/google-io-2026-xr-toolchain-unified-development\/","title":{"rendered":"Google I\/O 2026 Just Unified XR Development: What Game Studios Need to Know"},"content":{"rendered":"<p>[et_pb_section admin_label=&#8221;section&#8221;]<br \/>\n\t\t\t[et_pb_row admin_label=&#8221;row&#8221;]<br \/>\n\t\t\t\t[et_pb_column type=&#8221;4_4&#8243;][et_pb_text admin_label=&#8221;Text&#8221;]<\/p>\n<p><strong>Google just merged three separate XR toolkits into one unified SDK.<\/strong> For the first time, developers can build spatial computing experiences for headsets, glasses, and phones with a single codebase. This changes everything for game studios building immersive content.<\/p>\n<p>At Google I\/O 2026, the company announced Android XR SDK Developer Preview 4. This update consolidates ARCore, Jetpack SceneCore, and XR-specific Jetpack libraries into one streamlined toolchain. Here is what game studios need to know.<\/p>\n<h2>AI Summary<\/h2>\n<ul>\n<li>Android XR SDK Developer Preview 4 merges ARCore, Jetpack SceneCore, and XR Jetpack into one toolchain<\/li>\n<li>Kotlin-first architecture removes legacy dependencies and simplifies cross-device development<\/li>\n<li>Custom Meshes and native glTF support arrive in Compose for XR<\/li>\n<li>Developer Catalyst Program offers early access to XREAL Project Aura hardware<\/li>\n<\/ul>\n<h2>What Changed at Google I\/O 2026 for XR Developers<\/h2>\n<p>Google announced Android XR SDK Developer Preview 4 at I\/O 2026. The update brings three major changes to spatial computing development.<\/p>\n<h3>The Three-into-One Consolidation<\/h3>\n<p>Previously, developers worked with three separate tools. ARCore handled perception. Jetpack SceneCore managed 3D scenes. XR-specific Jetpack libraries added device integration. Each had its own API, documentation, and update cycle.<\/p>\n<p>Now, all three merge into a single Android XR toolchain. One SDK handles perception, scene management, and device integration. This cuts setup time and reduces conflicts between library versions.<\/p>\n<h3>Developer Preview 4 Key Features<\/h3>\n<p>The new SDK includes depth maps, eye tracking, hand tracking, hit testing, and spatial anchors. These features work across Android XR devices without code changes. The Samsung Galaxy XR headset and upcoming Android XR glasses share the same runtime.<\/p>\n<h3>Kotlin-First Architecture Shift<\/h3>\n<p>Google moved the SDK to a Kotlin-first architecture. This removes legacy Java dependencies that slowed down builds. Developers using Jetpack Compose get native XR support without bridging layers.<\/p>\n<h2>How the Unified XR Toolchain Works<\/h2>\n<p>The new toolchain builds on Google&#8217;s existing Android development stack. If you already build Android apps with Jetpack Compose, adding XR support requires minimal new code.<\/p>\n<h3>ARCore for Jetpack XR<\/h3>\n<p>ARCore now runs as a Jetpack XR module. It provides environment understanding, plane detection, and light estimation. These features feed directly into Jetpack SceneCore for rendering.<\/p>\n<h3>Jetpack SceneCore Updates<\/h3>\n<p>SceneCore now supports custom meshes through an experimental API. Developers can create programmatic 3D geometry without external tools. Native glTF model loading means you can import 3D assets directly in Compose for XR.<\/p>\n<table>\n<thead>\n<tr>\n<th>Feature<\/th>\n<th>Old Toolchain<\/th>\n<th>New Unified SDK<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Perception<\/td>\n<td>ARCore (separate)<\/td>\n<td>Built-in Jetpack XR module<\/td>\n<\/tr>\n<tr>\n<td>3D Scenes<\/td>\n<td>Jetpack SceneCore (separate)<\/td>\n<td>Integrated SceneCore<\/td>\n<\/tr>\n<tr>\n<td>Device Integration<\/td>\n<td>XR Jetpack libs (separate)<\/td>\n<td>Unified device layer<\/td>\n<\/tr>\n<tr>\n<td>Language<\/td>\n<td>Java + Kotlin<\/td>\n<td>Kotlin-first<\/td>\n<\/tr>\n<tr>\n<td>3D Asset Loading<\/td>\n<td>Custom loaders<\/td>\n<td>Native glTF in Compose<\/td>\n<\/tr>\n<tr>\n<td>Custom Geometry<\/td>\n<td>OpenGL\/Vulkan required<\/td>\n<td>Custom Meshes API (experimental)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2>What This Means for Game Studios<\/h2>\n<p>The unified toolchain lowers the barrier for spatial computing game development. Studios no longer need separate teams for each XR platform.<\/p>\n<h3>Single Codebase for Headsets, Glasses, and Phones<\/h3>\n<p>Write your XR logic once. Deploy to Samsung Galaxy XR headsets, Android XR glasses, and AR-capable phones. The SDK handles device-specific optimizations automatically.<\/p>\n<h3>Hand Tracking, Spatial Anchors, and Depth Maps<\/h3>\n<p>These features enable new gameplay mechanics. Hand tracking replaces controllers for casual XR games. Spatial anchors let players place virtual objects in real rooms. Depth maps enable occlusion, where real objects block virtual ones.<\/p>\n<h3>Cross-Device Testing with Samsung Galaxy XR<\/h3>\n<p>The Samsung Galaxy XR headset is the reference device for Android XR. It runs the same runtime as Android XR glasses. Testing on one device validates behavior across the ecosystem.<\/p>\n<h2>XREAL Project Aura and the Developer Catalyst Program<\/h2>\n<p>Google partnered with XREAL to launch Project Aura, a new Android XR device. It was showcased at I\/O 2026 with immersive demos.<\/p>\n<h3>Hardware Specs and Capabilities<\/h3>\n<p>Project Aura connects via DisplayPort-in to extend its AI capabilities onto laptops in 3D AR space. It supports 180 and 360 degree video, immersive Google Maps, and AI-powered interactions. The device runs on Qualcomm Snapdragon processors with Android XR and Gemini AI integration.<\/p>\n<h3>How to Apply for Early Access<\/h3>\n<p>The Developer Catalyst Program gives select developers early access to Project Aura hardware. Google is accepting applications from studios with existing spatial computing experience or compelling game concepts.<\/p>\n<h3>Demo Experiences<\/h3>\n<p>Google showcased three demo categories at I\/O. Immersive Google Maps overlays navigation data on real-world views. 180 and 360 degree video playback creates cinema-scale experiences. AI-powered interactions use Gemini to provide contextual information about what the user sees.<\/p>\n<h2>Android XR vs Apple Vision Pro: The Developer Experience Compared<\/h2>\n<p>Both platforms target spatial computing developers. But their approaches differ significantly.<\/p>\n<table>\n<thead>\n<tr>\n<th>Aspect<\/th>\n<th>Android XR<\/th>\n<th>Apple Vision Pro<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>SDK<\/td>\n<td>Unified Jetpack XR<\/td>\n<td>visionOS + RealityKit<\/td>\n<\/tr>\n<tr>\n<td>Language<\/td>\n<td>Kotlin-first<\/td>\n<td>Swift-first<\/td>\n<\/tr>\n<tr>\n<td>Device Range<\/td>\n<td>Headsets, glasses, phones<\/td>\n<td>Headset only<\/td>\n<\/tr>\n<tr>\n<td>Input Methods<\/td>\n<td>Hand, controller, eye, voice<\/td>\n<td>Hand, eye, voice<\/td>\n<\/tr>\n<tr>\n<td>App Distribution<\/td>\n<td>Google Play + sideloading<\/td>\n<td>App Store only<\/td>\n<\/tr>\n<tr>\n<td>Price Entry Point<\/td>\n<td>Varies by device<\/td>\n<td>$3,499<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>Where Android XR Wins<\/h3>\n<p>Android XR supports more device types. Developers can target headsets, glasses, and AR phones from one codebase. The open ecosystem allows sideloading and third-party app stores. Entry-level XR glasses cost significantly less than Apple&#8217;s headset.<\/p>\n<h3>Where Apple Vision Pro Wins<\/h3>\n<p>Apple offers a more polished, curated experience. The Vision Pro&#8217;s display quality and hand tracking precision set a high bar. The developer tools are mature, with Xcode providing excellent spatial computing debugging.<\/p>\n<h2>How Antier Studio Approaches XR Development<\/h2>\n<p>At Antier Studio, we build spatial computing experiences across platforms. Our team works with Android XR, Apple Vision Pro, and custom hardware solutions. We help studios port existing games to XR and build native spatial computing titles from scratch.<\/p>\n<p>The unified Android XR toolchain simplifies our workflow. We can prototype faster and test across devices without maintaining separate codebases. For studios exploring XR, this lowers the cost of entry significantly.<\/p>\n<div class=\"cta\">\n<h3>Building Spatial Computing Experiences?<\/h3>\n<p>Our team implements XR solutions across Android XR, Apple Vision Pro, and custom hardware. Talk to our engineers about your next project.<\/p>\n<p><a href=\"https:\/\/studio.antier.com\/contact\/\">Talk to Our Experts<\/a><\/p>\n<\/div>\n<h2>Limitations<\/h2>\n<p>The Android XR SDK is still in Developer Preview. Some features may change before the stable release. Studios should not ship production apps on Preview 4 alone.<\/p>\n<h3>Still in Developer Preview<\/h3>\n<p>Developer Preview 4 is the latest release, but it is not production-ready. APIs may change. Custom Meshes are experimental. Google has not announced a stable release date.<\/p>\n<h3>Device Fragmentation Remains<\/h3>\n<p>While the SDK unifies development, hardware differences persist. A game that runs well on Samsung Galaxy XR may need optimization for lightweight AR glasses. Screen resolution, field of view, and processing power vary across devices.<\/p>\n<h3>Performance Gaps with Native Development<\/h3>\n<p>The Jetpack XR abstraction layer adds overhead compared to native OpenGL or Vulkan rendering. For high-performance games, studios may still need custom rendering pipelines. The SDK is best suited for productivity apps and casual games.<\/p>\n<h2>Frequently Asked Questions<\/h2>\n<p>Q1: When will Android XR be production-ready<\/p>\n<p>Google has not announced a stable release date. Developer Preview 4 is the latest version. The XR Runtime, Jetpack SceneCore, and ARCore for Jetpack XR are moving to Beta soon, which signals production readiness is approaching.<\/p>\n<p>Q2: Can I build Android XR apps with Unity or Unreal<\/p>\n<p>Unity and Unreal Engine have their own XR development paths. The Android XR SDK targets native Jetpack Compose developers. Game studios using engines should check engine-specific Android XR support documentation.<\/p>\n<p>Q3: What devices support Android XR<\/p>\n<p>The Samsung Galaxy XR headset is the primary reference device. Android XR glasses from XREAL and other partners are coming. Any Android phone with ARCore support can run basic AR features through the unified SDK.<\/p>\n<p>Q4: How does Android XR compare to Meta Quest SDK<\/p>\n<p>Meta Quest SDK targets Meta&#8217;s VR headsets exclusively. Android XR is an open platform supporting multiple hardware manufacturers. Meta focuses on VR; Android XR covers AR, VR, and mixed reality across devices.<\/p>\n<p>Q5: Is the Developer Catalyst Program open to all studios<\/p>\n<p>The program is selective. Google prioritizes studios with spatial computing experience or innovative game concepts. Studios can apply through the Android XR developer portal.<\/p>\n<p>[\/et_pb_text][\/et_pb_column]<br \/>\n\t\t\t[\/et_pb_row]<br \/>\n\t\t[\/et_pb_section]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Google merged ARCore, Jetpack SceneCore, and XR libraries into one SDK at I\/O 2026. Here is what game studios need to know about the unified Android XR toolchain.<\/p>\n","protected":false},"author":3,"featured_media":1621,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_et_pb_use_builder":"on","_et_pb_old_content":"<p><strong>Google just merged three separate XR toolkits into one unified SDK.<\/strong> For the first time, developers can build spatial computing experiences for headsets, glasses, and phones with a single codebase. This changes everything for game studios building immersive content.<\/p>\n\n<p>At Google I\/O 2026, the company announced Android XR SDK Developer Preview 4. This update consolidates ARCore, Jetpack SceneCore, and XR-specific Jetpack libraries into one streamlined toolchain. Here is what game studios need to know.<\/p>\n\n<h2>AI Summary<\/h2>\n<ul>\n<li>Android XR SDK Developer Preview 4 merges ARCore, Jetpack SceneCore, and XR Jetpack into one toolchain<\/li>\n<li>Kotlin-first architecture removes legacy dependencies and simplifies cross-device development<\/li>\n<li>Custom Meshes and native glTF support arrive in Compose for XR<\/li>\n<li>Developer Catalyst Program offers early access to XREAL Project Aura hardware<\/li>\n<\/ul>\n\n<h2>What Changed at Google I\/O 2026 for XR Developers<\/h2>\n<p>Google announced Android XR SDK Developer Preview 4 at I\/O 2026. The update brings three major changes to spatial computing development.<\/p>\n\n<h3>The Three-into-One Consolidation<\/h3>\n<p>Previously, developers worked with three separate tools. ARCore handled perception. Jetpack SceneCore managed 3D scenes. XR-specific Jetpack libraries added device integration. Each had its own API, documentation, and update cycle.<\/p>\n<p>Now, all three merge into a single Android XR toolchain. One SDK handles perception, scene management, and device integration. This cuts setup time and reduces conflicts between library versions.<\/p>\n\n<h3>Developer Preview 4 Key Features<\/h3>\n<p>The new SDK includes depth maps, eye tracking, hand tracking, hit testing, and spatial anchors. These features work across Android XR devices without code changes. The Samsung Galaxy XR headset and upcoming Android XR glasses share the same runtime.<\/p>\n\n<h3>Kotlin-First Architecture Shift<\/h3>\n<p>Google moved the SDK to a Kotlin-first architecture. This removes legacy Java dependencies that slowed down builds. Developers using Jetpack Compose get native XR support without bridging layers.<\/p>\n\n<h2>How the Unified XR Toolchain Works<\/h2>\n<p>The new toolchain builds on Google's existing Android development stack. If you already build Android apps with Jetpack Compose, adding XR support requires minimal new code.<\/p>\n\n<h3>ARCore for Jetpack XR<\/h3>\n<p>ARCore now runs as a Jetpack XR module. It provides environment understanding, plane detection, and light estimation. These features feed directly into Jetpack SceneCore for rendering.<\/p>\n\n<h3>Jetpack SceneCore Updates<\/h3>\n<p>SceneCore now supports custom meshes through an experimental API. Developers can create programmatic 3D geometry without external tools. Native glTF model loading means you can import 3D assets directly in Compose for XR.<\/p>\n\n<table>\n<thead>\n<tr><th>Feature<\/th><th>Old Toolchain<\/th><th>New Unified SDK<\/th><\/tr>\n<\/thead>\n<tbody>\n<tr><td>Perception<\/td><td>ARCore (separate)<\/td><td>Built-in Jetpack XR module<\/td><\/tr>\n<tr><td>3D Scenes<\/td><td>Jetpack SceneCore (separate)<\/td><td>Integrated SceneCore<\/td><\/tr>\n<tr><td>Device Integration<\/td><td>XR Jetpack libs (separate)<\/td><td>Unified device layer<\/td><\/tr>\n<tr><td>Language<\/td><td>Java + Kotlin<\/td><td>Kotlin-first<\/td><\/tr>\n<tr><td>3D Asset Loading<\/td><td>Custom loaders<\/td><td>Native glTF in Compose<\/td><\/tr>\n<tr><td>Custom Geometry<\/td><td>OpenGL\/Vulkan required<\/td><td>Custom Meshes API (experimental)<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h2>What This Means for Game Studios<\/h2>\n<p>The unified toolchain lowers the barrier for spatial computing game development. Studios no longer need separate teams for each XR platform.<\/p>\n\n<h3>Single Codebase for Headsets, Glasses, and Phones<\/h3>\n<p>Write your XR logic once. Deploy to Samsung Galaxy XR headsets, Android XR glasses, and AR-capable phones. The SDK handles device-specific optimizations automatically.<\/p>\n\n<h3>Hand Tracking, Spatial Anchors, and Depth Maps<\/h3>\n<p>These features enable new gameplay mechanics. Hand tracking replaces controllers for casual XR games. Spatial anchors let players place virtual objects in real rooms. Depth maps enable occlusion, where real objects block virtual ones.<\/p>\n\n<h3>Cross-Device Testing with Samsung Galaxy XR<\/h3>\n<p>The Samsung Galaxy XR headset is the reference device for Android XR. It runs the same runtime as Android XR glasses. Testing on one device validates behavior across the ecosystem.<\/p>\n\n<h2>XREAL Project Aura and the Developer Catalyst Program<\/h2>\n<p>Google partnered with XREAL to launch Project Aura, a new Android XR device. It was showcased at I\/O 2026 with immersive demos.<\/p>\n\n<h3>Hardware Specs and Capabilities<\/h3>\n<p>Project Aura connects via DisplayPort-in to extend its AI capabilities onto laptops in 3D AR space. It supports 180 and 360 degree video, immersive Google Maps, and AI-powered interactions. The device runs on Qualcomm Snapdragon processors with Android XR and Gemini AI integration.<\/p>\n\n<h3>How to Apply for Early Access<\/h3>\n<p>The Developer Catalyst Program gives select developers early access to Project Aura hardware. Google is accepting applications from studios with existing spatial computing experience or compelling game concepts.<\/p>\n\n<h3>Demo Experiences<\/h3>\n<p>Google showcased three demo categories at I\/O. Immersive Google Maps overlays navigation data on real-world views. 180 and 360 degree video playback creates cinema-scale experiences. AI-powered interactions use Gemini to provide contextual information about what the user sees.<\/p>\n\n<h2>Android XR vs Apple Vision Pro: The Developer Experience Compared<\/h2>\n<p>Both platforms target spatial computing developers. But their approaches differ significantly.<\/p>\n\n<table>\n<thead>\n<tr><th>Aspect<\/th><th>Android XR<\/th><th>Apple Vision Pro<\/th><\/tr>\n<\/thead>\n<tbody>\n<tr><td>SDK<\/td><td>Unified Jetpack XR<\/td><td>visionOS + RealityKit<\/td><\/tr>\n<tr><td>Language<\/td><td>Kotlin-first<\/td><td>Swift-first<\/td><\/tr>\n<tr><td>Device Range<\/td><td>Headsets, glasses, phones<\/td><td>Headset only<\/td><\/tr>\n<tr><td>Input Methods<\/td><td>Hand, controller, eye, voice<\/td><td>Hand, eye, voice<\/td><\/tr>\n<tr><td>App Distribution<\/td><td>Google Play + sideloading<\/td><td>App Store only<\/td><\/tr>\n<tr><td>Price Entry Point<\/td><td>Varies by device<\/td><td>$3,499<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h3>Where Android XR Wins<\/h3>\n<p>Android XR supports more device types. Developers can target headsets, glasses, and AR phones from one codebase. The open ecosystem allows sideloading and third-party app stores. Entry-level XR glasses cost significantly less than Apple's headset.<\/p>\n\n<h3>Where Apple Vision Pro Wins<\/h3>\n<p>Apple offers a more polished, curated experience. The Vision Pro's display quality and hand tracking precision set a high bar. The developer tools are mature, with Xcode providing excellent spatial computing debugging.<\/p>\n\n<h2>How Antier Studio Approaches XR Development<\/h2>\n<p>At Antier Studio, we build spatial computing experiences across platforms. Our team works with Android XR, Apple Vision Pro, and custom hardware solutions. We help studios port existing games to XR and build native spatial computing titles from scratch.<\/p>\n<p>The unified Android XR toolchain simplifies our workflow. We can prototype faster and test across devices without maintaining separate codebases. For studios exploring XR, this lowers the cost of entry significantly.<\/p>\n\n<div class=\"cta\">\n<h3>Building Spatial Computing Experiences?<\/h3>\n<p>Our team implements XR solutions across Android XR, Apple Vision Pro, and custom hardware. Talk to our engineers about your next project.<\/p>\n<p><a href=\"https:\/\/studio.antier.com\/contact\/\">Talk to Our Experts<\/a><\/p>\n<\/div>\n\n<h2>Limitations<\/h2>\n<p>The Android XR SDK is still in Developer Preview. Some features may change before the stable release. Studios should not ship production apps on Preview 4 alone.<\/p>\n\n<h3>Still in Developer Preview<\/h3>\n<p>Developer Preview 4 is the latest release, but it is not production-ready. APIs may change. Custom Meshes are experimental. Google has not announced a stable release date.<\/p>\n\n<h3>Device Fragmentation Remains<\/h3>\n<p>While the SDK unifies development, hardware differences persist. A game that runs well on Samsung Galaxy XR may need optimization for lightweight AR glasses. Screen resolution, field of view, and processing power vary across devices.<\/p>\n\n<h3>Performance Gaps with Native Development<\/h3>\n<p>The Jetpack XR abstraction layer adds overhead compared to native OpenGL or Vulkan rendering. For high-performance games, studios may still need custom rendering pipelines. The SDK is best suited for productivity apps and casual games.<\/p>\n\n<h2>Frequently Asked Questions<\/h2>\n<p>Q1: When will Android XR be production-ready<\/p>\n<p>Google has not announced a stable release date. Developer Preview 4 is the latest version. The XR Runtime, Jetpack SceneCore, and ARCore for Jetpack XR are moving to Beta soon, which signals production readiness is approaching.<\/p>\n<p>Q2: Can I build Android XR apps with Unity or Unreal<\/p>\n<p>Unity and Unreal Engine have their own XR development paths. The Android XR SDK targets native Jetpack Compose developers. Game studios using engines should check engine-specific Android XR support documentation.<\/p>\n<p>Q3: What devices support Android XR<\/p>\n<p>The Samsung Galaxy XR headset is the primary reference device. Android XR glasses from XREAL and other partners are coming. Any Android phone with ARCore support can run basic AR features through the unified SDK.<\/p>\n<p>Q4: How does Android XR compare to Meta Quest SDK<\/p>\n<p>Meta Quest SDK targets Meta's VR headsets exclusively. Android XR is an open platform supporting multiple hardware manufacturers. Meta focuses on VR; Android XR covers AR, VR, and mixed reality across devices.<\/p>\n<p>Q5: Is the Developer Catalyst Program open to all studios<\/p>\n<p>The program is selective. Google prioritizes studios with spatial computing experience or innovative game concepts. Studios can apply through the Android XR developer portal.<\/p>\n","_et_gb_content_width":"","om_disable_all_campaigns":false,"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[6],"tags":[],"class_list":["post-1622","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blog"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/posts\/1622","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/comments?post=1622"}],"version-history":[{"count":3,"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/posts\/1622\/revisions"}],"predecessor-version":[{"id":1625,"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/posts\/1622\/revisions\/1625"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/media\/1621"}],"wp:attachment":[{"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/media?parent=1622"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/categories?post=1622"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/studio.antier.com\/blogs\/wp-json\/wp\/v2\/tags?post=1622"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}