I’m using unity 6000.0. 28f1.How we take a single build and use for multiple devices such as for Quest, Pico and HTC vive using OpenXR?
This seems to be a complicated question. I can’t find any information about cross-platform applications at all And here Port Quest app to other platforms is my question also without answers. I also want to understand how to properly develop an application so that it works on pico and quest. I don’t want to have several applications and then pull changes from one to another
Hello,
To create a single build for multiple platforms (Quest, Pico, HTC Vive) using Unity 6000.0.28f1 and OpenXR, follow these steps: Your Texas Benefitsi
- Install OpenXR Plugin: Ensure the OpenXR plugin is installed in Unity.
- Configure Build Settings: Set up your build settings to target multiple platforms.
- Use OpenXR Features: Utilize OpenXR features for cross-platform compatibility.
- Test Builds: Test your builds on each platform to ensure functionality.
Best regards,
Peter Philip
I could be wrong, but wouldn’t you handle just it like any other cross platform game?
but even if I use openXR features I won’t be able to use both meta quest features and HTC vive features. It throws an error saying “Only one OpenXR feature may have a custom runtime loader per platform. Disable VIVE XR Support or Meta Quest Support”. How can I have support for both HTC vive and meta quest features as a single application?
I’m not a big expert in games. But for example, applications like deovr seem to be cross-platform.
You likely won’t be able to create a single build (i.e. an APK) that can run on all platforms. You’ll have to create a build for each platform.
What OpenXR gives you is the ability to code against a common API that will work on any platform. For example, you don’t need to use OVR which will only work on Meta devices.
Unity 6.1 gives you the ability to create Quest vs AndroidXR build profiles for this reason.
Caveat: OpenXR feature groups are still buggy. If you were to uncheck the Meta feature group so you can check the AndroidXR feature group, the Meta features will stay selected. Which defeats the point of feature groups… I’ve filed a bug report about this but haven’t heard any updates on it.
Workaround: Create an editor script that has a list of OpenXR features you want, then when you run it, all features are cleared then set the ones you want.