I am working on a Unity project targeting both the Pico and Meta Quest (formerly Oculus) VR headsets. I am using the OpenXR plugin for cross-platform support.
My goal is to build a single APK that works seamlessly on both platforms. However, I am facing the following challenges:
- Setting up platform-specific configurations within the same Unity project.
- Ensuring compatibility with controllers and features specific to each headset.
- Avoiding the need for two separate builds for each device.
Is this feasible with Unity and OpenXR? If so, could you share the steps or best practices to achieve this? Any tips on managing platform-specific features within the same build would also be appreciated.
3 Likes
I’m also interested in generating a single apk that runs on both Quest and Pico headsets.
I’ve been trying a lot of different options. The closest I’ve gotten is having an apk launch fine on one platform but in a weird windowed mode on the other device.
One major thing I noticed that seemed to help, especially with launching on Meta through OpenXR, is to update the OpenXR plugin to 1.14.2+. With this change, I can generate an apk with ONLY OpenXR checked in Plug-in Management that launches fine on Quest 3s.
The same apk launches in a windowed mode on Pico and then a fullscreen mode behind the black window. It’s bizarre.
Mostly commenting for visibility. If anyone has more specific suggestions, let me know! Good luck!