Simple Version: Do I have to call SwitchActiveBuildTarget prior to BuildPlayer so that IPreprocessBuildWithReport gets called EditorUserBuildSettings.activeBuildTarget being the NEW platform? Long Version: we have a Unity internal build pipeline that runs through windows, Uwp and Android. The Oculus XR Plugin denies the existence of any of the the Android APIs and checks that via GetGraphicsAPIs in IPreprocessBuildWithReport. I run a debug test now so I probably know the answer myself then. But then is the question, is it a bug or not?