(I have searched for this but am quite new to Unity - although an experienced console developer)
I’m prototyping a VR game on multiple platforms. The Google VR SDK requires a minimum API level of 24, whereas for GearVR it’s 19. Logically, they are different platforms, but from Unity’s point of view they’re both simply ‘Android’. I need to separate them somehow.
Unfortunately, there’s no built-in option to handle such cases. As you said - Unity considers both of these platforms to be the same.
The solution is that every company does its own thing.
For example, in our studio, we wanted to support 3 different “flavors” of our game for Android (the default version, another “reskinned” version with some updated behaviour and a version for the Amazon app store).
What we ended up doing was a system we called “Workspaces” - you tag different assets or folders to belong to a certain “workspace”. At an given point there’s only 1 active workspace, and you can switch between them from a menu item.
The way we kept the unneeded assets out of the project was by storing them outside of the Assets/ folder. When selecting a workspace, we would symlink the folder containing its assets into the Assets/ folder, for example: