Hello, I wrote a custom Android Plugin which works perfectly on a conventional Android phone. I tested with Mono and IL2CPP backends, both ARMv7 and ARM64 architectures, and it worked nicely. To my surprise, though, when I started using it (the plugin) on the Oculus Quest VR version of the same project -- with everything else equal, plugin in the same Plugins/Android/Libs folder -- I got the "E Unity : Unable to find MyAndroidPlugin" error. I even tried running the flat phone version -- which works perfectly on a conventional phone -- on Quest and got the same error. I would not be so surprised if my plugin was incompatible with Quest, but... "unable to find" at load time sounds a bit weird and unexpected to me. Does the Oculus Quest have any particular difference to a conventional Android regarding Unity plugins? Thanks.