According to Grok, unity based apps are the easiest to port to the XR. I checked, it seems the only players that are built in unity are DeoVR and Play'a. So that does sound hopeful.
Grok's answer:
_Unity apps are ridiculously easy to port to Samsung Galaxy XR (and any Android XR headset) because Unity did 99% of the work for you in December 2024. Hereâs exactly why it feels almost automatic:
One-click build targetIn Unity 2022.3 LTS or newer:File â Build Settings
Just select âAndroidâ â change âXR Plug-in Managementâ â tick âAndroid XR Plug-inâ
Hit Switch Platform â Build APK
Thatâs literally it for 80% of Quest apps.
OpenXR is 100% identicalQuest 3 and Galaxy XR both run exactly the same OpenXR 1.1 runtime with the same extensions:csharp
// This code works unchanged on both headsets
var hand = InputSystem.TrackingState.PositionAndRotation;
var pinch = InputSystem.GetDevice<HandDevice>().pinch;
No #ifdef QUEST, no platform switches needed.
- Unity already removed all Meta-specific code for youSince Unity 6 / 2022.3.50+ (Dec 2024), the old âOculus XR Pluginâ is deprecated.
Unity now ships only two pluginsđŽpenXR (works everywhere)
Android XR (Googleâs official plug-in for Galaxy XR, Vision Pro, Xreal, etc.)
So when you upgrade your Quest project, Unity literally deletes the Meta-only code automatically.
- The only 3 things you usually have to touch99% of Quest apps need exactly these three tiny changes:xml
<!-- 1. AndroidManifest.xml â add these 3 lines -->
<uses-feature android:name="android.hardware.xr" android:required="true" />
<uses-feature android:name="com.samsung.android.xr.galaxy" android:required="false" />
<!-- 2. Remove Meta-specific entitlements (Player Settings â XR â Entitlements) -->
<!-- Just delete com.oculus.handtracking, com.oculus.vr.focusaware, etc. -->
// 3. Optional: detect Galaxy XR controllers (they show up as normal OpenXR controllers)
#if UNITY_ANDROID && !UNITY_EDITOR
bool isGalaxyXR = SystemInfo.deviceModel.Contains("SM-X910");
#endif
Thatâs it. No shader changes, no re-writing input, no re-building lighting.Bottom lineIf your Quest app was made in Unity after 2023 and doesnât use the ancient Oculus Integration asset (the one from 2019), you can have a Galaxy XR build running in under 2 hours.
Many devs are just duplicating their Quest folder, switching the build target, and clicking Build â and it works on day one.Thatâs why Samsung launched with 150+ native XR apps on day one: because every Unity dev just pressed âBuildâ again._