HoloLens 2 ends in 2027. Migrate once. Run on what you use now, and whatever comes next.
One open-source renderer with co-location built in. You pay for usage and a migration service, not a new engine licence.
The offer
Every device, now and next
iPhone, iPad, Android, Meta Quest and Vision Pro from one codebase. New headset? Retarget, no rewrite.
Co-location built in
Shared sessions across devices are included. No extra product, no engine seats.
Open-source renderer
ViroReact is MIT licensed. No per-seat fees, no lock-in.
What you pay
Usage on our Free to Enterprise plans. Migration is a separate service.
Why not wait, or rewrite for one headset?
Waiting runs into the deadline: after 31 December 2027, HoloLens 2 devices get no more security updates, and there is no successor to move to.
A rewrite for one new headset is quick to start, but it brings you back here when that device reaches its end of life. One codebase that runs on every current device turns the next hardware change into a retarget, not another project.
Future-proof your XR apps
The point of migrating is to do it once. Here is why a ReactVision build keeps running when the next device arrives, and the one after that.
New device, new target
ViroReact maps one TypeScript API onto ARKit, ARCore, OpenXR and visionOS. When a new headset ships, it becomes another target for the app you already have, not a rewrite.
Built on open standards
Headsets run through OpenXR, the cross-vendor standard, so the app is not tied to one manufacturer's runtime. Android XR support is coming.
The code stays yours
The renderer is MIT licensed open source. No vendor can end-of-life your app the way Microsoft has HoloLens: you keep the source and can keep building on it.
Skills you already have
TypeScript and React Native are mainstream skills, not a niche engine, so the people who maintain the app are easy to find for years to come.
HoloLens 2 alternatives, compared
There is no HoloLens 3, so the alternative is the device that fits each job. ReactVision runs one TypeScript codebase natively on all of them, so you do not have to bet on a single headset.
What's new in HoloLens alternatives, including when Guides and Remote Assist stop working and which device fits which job, is in HoloLens is ending: what should you build on next.
| Device | How it shows AR | Typical HoloLens work it takes over | On ReactVision |
|---|---|---|---|
| Meta Quest 3 and 3S | Headset, full-colour passthrough (the room through cameras) | Immersive training, simulation, mixed reality in a room | Supported today |
| Apple Vision Pro | Headset, high-resolution passthrough | High-fidelity spatial work and design review | Supported today |
| iPhone and iPad | Handheld AR on the screen (ARKit) | Overlays, guided procedures and inspections in the field | Supported today |
| Android phones and rugged tablets | Handheld AR on the screen (ARCore) | Frontline and managed-fleet work | Supported today |
| Android XR headsets and glasses | Headsets and glasses | Hands-free and headset work | Coming |
Migrating HoloLens 2 apps to Meta Quest
Moving HoloLens training or mixed reality work onto Quest? Here is what changes and what comes with you.
What changes
- HoloLens draws holograms on clear lenses. Quest shows the room through its cameras, so overlays are designed for passthrough.
- Unity and MRTK scripts and interactions are rebuilt in TypeScript on ViroReact, and the interaction design is checked against Quest in the proof of concept.
- Shared sessions run on ReactVision co-location, so several people can work in the same space.
What carries over
- 3D models, textures and the design of the experience usually carry over.
- The procedure, the training content and what your team already knows about the job.
- The same build also runs on iPhone, iPad, Android and Apple Vision Pro, so a Quest move is not a single-headset bet.
How to migrate off HoloLens
Start small, prove it on your own devices, then scope the rest.
Pick one programme
Start with the HoloLens app your team relies on most. We review how it works, not just how it looks.
Rebuild it as a proof of concept
We rebuild it on ViroReact in weeks, often with AI coding agents working through the ReactVision MCP server, which knows the full component API.
Validate, then scope
Your team runs the build on the devices you are moving to. With that in hand, we scope the rest of the migration.
HoloLens 2 end of life and migration questions
When is HoloLens 2 end of life?
Is HoloLens discontinued, and is there a HoloLens 3?
What is the best HoloLens 2 alternative?
How do we future-proof our XR apps after HoloLens?
Can we migrate HoloLens 2 apps to Meta Quest?
How do we migrate off HoloLens?
Do Unity and MRTK apps convert automatically?
Can it run on-prem or air-gapped?
How long is a proof of concept?
See pricingContact us about a migrationMicrosoft HoloLens 2 support
Build advanced XR with ReactVision
Tutorials for the features HoloLens teams use most: shared sessions, mixed reality on Quest, anchors and real-world understanding.
Shared sessions with co-location
Put several people in one shared scene: shared frames, replicated state and join codes, with Quest notes.
Read the tutorial →Mixed reality and object detection on Meta Quest
Passthrough mixed reality on Quest, and the same object detection your phone apps use.
Read the tutorial →Build a VR app for Meta Quest
A quickstart for immersive VR on Quest from the codebase that already runs your AR.
Read the tutorial →Get started with Cloud Anchors
Pin content to a real-world spot so every device sees it in the same place.
Read the tutorial →Real-world intelligence in AR
Where the device is, what shape the room is and what is in view: VPS, depth and object detection.
Read the tutorial →Review a scene in a real room
Render your scene into a real environment to review it before anyone goes on site.
Read the tutorial →Download the migration checklist
A two-page checklist for moving off HoloLens 2, Dynamics 365 Guides and Remote Assist: inventory, devices, exports, deadlines and a pilot plan.
Move your first HoloLens app
Book a call to pick the programme to rebuild first, or send us the details and we will scope a proof of concept.