I know supporting a new platform is a big ask, and also there’s the “if you give a mouse a cookie” thing; because as soon as you make this available, the android bug reports will come streaming in, no doubt…
But even if it’s just an experimental version with low-priority support (or even no initial support), that would be super cool to me, even if it was just a raw .APK download.
Android tablets have gotten really powerful, and really cheap, and they almost all support mice and keyboards via USB or Bluetooth now. (Like seriously, no touch controls is fine IMO.) – Some phones let you dock them and use them like a desktop computer (Samsung dex). – It’s an exciting time to be alive, huh? 😉
So, yeah – I think there’d be a lot of value long term in supporting Android – but also, there’s some near term value for folks like me.
Also, in the off chance that it helps (because you’re probably already aware of all of these options), but: in Unity (Asset Forge is made in Unity, right?), if you turn on IL2CPP in your “Player Settings” options and then check the 64-bit Arm option (which should be available after you turn on IL2CPP), the build will take a little longer, but your C# will run fast on Android. – Also, I noticed that using the “Incremental Garbage Collector” really improved performance for me on Android as well.
Also if you turn off most post processing (except maybe MSAA which mobile chipsets are surprisingly good at), and force textures to be 512x512 (with ASTC or ETC2 compression, which is just a setting on the publish menu in Unity), I bet things will run really well.