SteamVR + Other SDKs for Steam + Windows MR Game?

We are starting a new VR project. A year ago, we built our last VR project using the SteamVR package, which worked great for Steam, but was quite a pain when building a non-VR experience, or when porting to daydream.

We are now starting a brand new project which will target SteamVR and Windows Mixed Reality Devices. It is minimally room-scale, by which I mean you can move, but the expected play area is very small.

Is it now a practical decision to just use the built-in Unity XR support (assume that we need only relatively simple interactions, e.g. we don’t need to take the longbow prefab out of the demo). Or is it better just to once again build with SteamVR and the interaction system, and then branch the codebase and port to Windows MR?

Hello. Parkerhill has a toolkit, BridgeXR, in beta (planned for release on the Asset store in June). Please contact us if you’d like to check it out. BridgeXR for Unity — Parkerhill XR Studio

We’re probably not the target customers for you, sorry. We do our best to avoid additional layers, and have concerns about debugging through a thirdparty mediation layer over some very rapidly evolving and diverse vendor APIs.