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.

See devices supported
ReactVision

Production ended Oct 2024Final features Nov 2024Support ends 31 Dec 2027No HoloLens 3. Microsoft HoloLens 2 support.

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.

DeviceHow it shows ARTypical HoloLens work it takes overOn ReactVision
Meta Quest 3 and 3SHeadset, full-colour passthrough (the room through cameras)Immersive training, simulation, mixed reality in a roomSupported today
Apple Vision ProHeadset, high-resolution passthroughHigh-fidelity spatial work and design reviewSupported today
iPhone and iPadHandheld AR on the screen (ARKit)Overlays, guided procedures and inspections in the fieldSupported today
Android phones and rugged tabletsHandheld AR on the screen (ARCore)Frontline and managed-fleet workSupported today
Android XR headsets and glassesHeadsets and glassesHands-free and headset workComing

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.

01

Pick one programme

Start with the HoloLens app your team relies on most. We review how it works, not just how it looks.

02

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.

03

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?
31 December 2027. That is when Microsoft ends monthly security updates, customer service and developer support for HoloLens 2. The November 2024 update was the final feature release. For UK PSTI-covered units, Microsoft lists a minimum security update period to 28 February 2028. See Microsoft's HoloLens 2 support page.
Is HoloLens discontinued, and is there a HoloLens 3?
Yes, HoloLens 2 is discontinued: Microsoft ended production in October 2024. There is no HoloLens 3, and Microsoft has not announced a successor.
What is the best HoloLens 2 alternative?
There is no direct successor, so the alternative is the device that fits each job: Meta Quest 3 or Apple Vision Pro for headset work, and iPad, iPhone or rugged Android tablets for field work. Rather than rewrite for one of them, build once: ReactVision runs one TypeScript codebase natively on all of them, with Android XR coming.
How do we future-proof our XR apps after HoloLens?
Build on one codebase that is not tied to a single device. ReactVision's ViroReact renderer maps one TypeScript API onto ARKit, ARCore, OpenXR and visionOS, so a new headset becomes another build target rather than a rewrite. The renderer is MIT licensed open source, so no vendor can end-of-life your app, and it is written in TypeScript and React Native, skills that are easy to hire for.
Can we migrate HoloLens 2 apps to Meta Quest?
Yes. The app is rebuilt rather than ported: Unity and MRTK scripts and interactions become TypeScript on ViroReact, while 3D models, textures and the design of the experience usually carry over. Quest shows the room through passthrough cameras rather than clear lenses, so overlays are designed for that. The same build then also runs on iPhone, iPad, Android and Apple Vision Pro.
How do we migrate off HoloLens?
Pick the HoloLens programme your team relies on most, rebuild it on ViroReact as a proof of concept in weeks, validate it on the devices you are moving to, then scope the rest of the migration by number of applications and complexity.
Do Unity and MRTK apps convert automatically?
No. Scripts and interactions are rebuilt in TypeScript. Models, textures and the design of the experience usually carry over. The proof of concept shows how much work remains before you commit.
Can it run on-prem or air-gapped?
Yes, on the Enterprise plan. Co-location and the rest of the stack deploy on your own hardware, inside your own network, including air-gapped ones. If you use ReactVision's managed cloud instead, Spatial usage runs on the Free, Basic or Pro plans.
How long is a proof of concept?
A single programme is typically rebuilt in weeks. The full migration is scoped once that build has been validated on your devices.

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.

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.

Start a proof of concept