I am using Unity 2020.3.37f1 and I am generating a multiplayer application that can communicate both in VR and in desktop/conventional mode, I have the scene change programmed depending on the platform it is on, my main problem is that I think the apks generated for Quest have some type of extra information in the Manifest or Oculus libraries in general that prevent their execution on a mobile device since I tried to make it work on my phone (Oppo Find X5 Pro with Android 13) and after the Unity logo simply it closes but in Quest 2 it works perfectly.
Does anyone know what steps to follow when developing an application like this? In the case that it was not possible from the same apk and I had to generate two different ones, what would be the procedure to do it in a way that makes it as easy as possible to switch between the two versions (and thus be able to automate it when building both apks)?
I tried to generate an apk that would work for both Quest 2 and Android but got the following error on the adb console
2023-01-03 12:32:59.297 15363-15435/? E/Unity: Exiting application:
This .apk was built with the Oculus XR Plugin loader enabled, but is attempting to run on a non-Oculus device.
To build for general Android devices, please disable the Oculus XR Plugin before building the Android player.
Unity.XR.Oculus.OculusLoader:RuntimeLoadOVRPlugin()
What I expect to happen is that it can be executed on both platforms since my intention is that Unity itself separates (with my own script) both platforms in different scenes.