Trying to install XR for MetaQuest2 - build is opening up as a "window" in my VR??

Hey Folks - Newby here - be gentle. I’m trying to get the XR toolkit up and running in Unity. 2021.3.16f1

XR interaction Toolkit added. Build environment set to Android.

I’m trying to do a very simple build with just a plane and the XR Origin. but when I build it is opening up as a “window” inside my VR headset as opposed to the actual VR environment.

I am getting a warning and a few messages that I don’t understand - see attached.
Any ideas? Thanks!

Few random notes I left myself a year or two ago when trying to do the same thing

If you want a VR app to be able to run on Quest2 without an attached computer, you’ll need to build the Unity project targeting the Android platform (build settings, set platform to Android Android, set run device as quest 2 and change texture compression to ASTC), go to project settings, XR settings, and make sure Oculus is enabled on windows and android

and

Go to project settings → burst AOT settings, and uncheck enable burst compilation and enable optimizations

Might help ¯_(ツ)_/¯

Good luck!

Woah woah, why disable burst? That can help with performance. I have deployed on quest with burst no issues.

@OP: In XR management, make sure oculus (or OpenXR maybe) is selected under android and that initialize XR on startup is turned on.

Been a long time since I looked at it, but if I remember correctly it often caused issues while building, something about “unauthorized access to file paths” if I remember correctly. Obvs leaving it on is ideal, but if things aren’t working at all it’s worth switching off to see if it makes a difference

I had to do all of the above and uncheck “Quest Pro” under Oculus/Target Devices in the XR Plug-in Management in Project Settings. I left “Quest 2” checked (since I have Quest 2).