# Multiple Android platforms

**URL:** https://discussions.unity.com/t/multiple-android-platforms/648508
**Category:** Mobile
**Tags:** Android
**Created:** [December 9, 2016, 3:25pm UTC](https://discussions.unity.com/t/multiple-android-platforms/648508 "2016-12-09T15:25:23Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![richard\_bates](https://avatars.discourse-cdn.com/v4/letter/r/ecb155/32.png) [@richard\_bates](https://discussions.unity.com/u/richard_bates)
#### Post date: [December 9, 2016, 3:25pm UTC](https://discussions.unity.com/t/multiple-android-platforms/648508/1 "2016-12-09T15:25:23Z")

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Hi

(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.

Does Unity have any mechanism for achieving this?

thanks

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### Author: ![liortal](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/liortal/32/238558_2.png) [@liortal](https://discussions.unity.com/u/liortal)
#### Post date: [December 11, 2016, 6:56am UTC](https://discussions.unity.com/t/multiple-android-platforms/648508/2 "2016-12-11T06:56:09Z")

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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:

Initial setup:

ProjectRoot  
WorkspacesRoot/  
|  
| — AmazonVersion  
| ---- …assets here…  
| — More versions…  
Assets

After selecting the “AmazonVersion” workspace:

ProjectRoot  
WorkspacesRoot/  
|  
| — AmazonVersion  
| ---- …assets here…  
| — More versions…  
Assets  
|  
| ---- AmazonVersion \<— symlink to the above folder !

This system is not bulletproof and has its own little quirks, but it worked for us.

Hope this helps 🙂

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<div class="post-metadata">

### Author: ![richard\_bates](https://avatars.discourse-cdn.com/v4/letter/r/ecb155/32.png) [@richard\_bates](https://discussions.unity.com/u/richard_bates)
#### Post date: [December 13, 2016, 2:21pm UTC](https://discussions.unity.com/t/multiple-android-platforms/648508/3 "2016-12-13T14:21:03Z")

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Thanks, that sounds workable, and useful also to have confirmation that I haven’t missed some built-in functionality.
