How to use OpenXR with Unity on a newly created device/platform?

Hi, I am working on developing a new type of VR/AR headset, as well as accessories like handheld controllers, etc. Our device utilizes Android OS, and our team have decided to use OpenXR with Unity to produce some app demos. My question is that, is it enough to enable OpenXR Plugin in Unity Editor to build an XR app on Android? If not, does it mean that we should create a custom XR plugin or SDK as a supplement to Openxr Plugin?

Things I have tried:

  1. I have tried some third-party SDK like Pico Unity OpenXR SDK. I can see from “XR Plug-in Management → Plug-in Provides” that PICO XR feature group is a subitem of OpenXR. Our demo app works well when using their Pico SDK. (Components in our demo are all from Unity, not Pico)

  2. I have tried to enable OpenXR item in “XR Plug-in Management → Plug-in Provides”, without installing any third-party XR SDK. Then I tried to build this app for an ordinary Android phone device for test - There is a monado runtime on this device, and a hello_xr app from Khronos has run successfully before. The build process is OK, but it does not run well when clicked on the device. When I dive into the log I can see xrInstance and xrSession were created successfully, but something seems went wrong when calling graphic APIs.

Thank you!