# Migrate from Dual Render Fusion to default Interaction

Note

The split device architecture using an AR viewer and Smartphone is not supported on Android XR. This migration guide provides instructions on how to remove Dual Render Fusion components from a Snapdragon Spaces project and lists steps to move to the all-in-one model supported on Android XR.

When migrating a Dual Render Fusion application, it is crucial to consider the interaction design implications of this change in form factor.  The smartphone and its touchscreen can no longer be used as an input modality. It is recommended to carefully assess the substantial differences in project design before proceeding with the migration.

Before following these instructions, ensure that your project is migrated to Unity 6 or later. See [Migrate from Unity 2022 and 2023 to Unity 6](https://docs.qualcomm.com/doc/80-88642-12/topic/migrationguide_Unity2022_Unity6.html) for details.

## Remove components from the scene

Once the migration to Unity 6 is complete, remove these components from the scene:

- <cite>SpacesGlassStatus</cite>
- <cite>DynamicOpenXRLoader</cite>
- <cite>SpacesHostView</cite>
- <cite>SpacesLifecycleEvents</cite>
- <cite>SpacesPermissionHelper</cite>
- <cite>SpacesScreenSetup</cite>
- <cite>FusionSceneManager</cite>

Tip

You can type <cite>t:[ComponentName]</cite> in the search bar of the hierarchy window to find the specific component in the scene. E.g.: <cite>t:SpacesGlassStatus</cite>.

## Remove camera from the scene

Remove all cameras from the scene except the XR main camera, unless they are required for other purposes.

## Migrate the scene configuration to VR

When you migrate a project from Dual Render Fusion projects to Spaces Compatibility Plugin, consider the following scene configurations:

1. If you are using the XR Origin from XR Interaction Toolkit, set the [Tracking Origin Mode](https://docs.unity3d.com/Packages/com.unity.xr.core-utils&#64;2.5/manual/xr-origin-reference.html#tracking-origin-mode) to <cite>Floor</cite> to retrieve the height pose of the user.
2. Ensure that your controllers in the scene are mapped to the interaction preference of your project (XR Controllers, Hand Tracking or Gaze). For information on using the different interaction modes, refer to the [XR Interaction Toolkit Samples.](https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit&#64;3.1/manual/samples-starter-assets.html#demo-scene).
3. If your objective is to reuse the UI from the Dual Render Fusion project, ensure that the Canvas [Render Mode](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Canvas-renderMode.html) is set to <cite>World Space</cite>. Also, you can remove the [Graphics Raycaster](https://docs.unity3d.com/Packages/com.unity.ugui&#64;1.0/api/UnityEngine.UI.GraphicRaycaster.html) component, if you have it. Additionally you can use the <cite>Floating Panel Controller</cite> or the [Lazy Follow](https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit&#64;3.1/manual/lazy-follow.html) component for XR Interaction Toolkit to make the UI canvas follow the head movement.

## Update the settings

1. Under *XR Plug-in Management &gt; OpenXR*, disable the Dual Render Fusion feature and remove the <cite>Microsoft Mixed Reality Motion Controller Profile</cite> from the enabled interaction profiles.
2. Under *XR Plug-in Management*, enable the <cite>Initialize XR on Startup</cite> toggle.
3. Under *Player &gt; Other Settings &gt; Configuration*, the <cite>Active Input Handling</cite> can be set back to <cite>Input System Package</cite>.

## Complete the migration to Spaces Compatibility Plugin

Follow the procedure explained in the migration guide to complete the migration. For details, see [Migrate from Snapdragon Spaces](https://docs.qualcomm.com/doc/80-88642-12/topic/migrationguide_SnapdragonSpaces.html) for details.

Last Published: Oct 23, 2025

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