Unity + Oculus Quest 2: please help me to enable head tracking in deployment

Hello,

I have successfully built and deployed this Oculus Quest 2 + Unity sample, which is a sample game where you use the controller to move a yellow ball around a blue table:

After I execute Unity’s “Build and Run” command, I can put on my Oculus Quest 2 headset and move the yellow ball around with the left joystick.

However, there is no head-tracking! Specifically, when I Build and Run the game, I find that moving my head in any direction has no effect on the scene. My view is always centered on the blue table, which is not what I want.

I see online that head tracking should work by default. Why isn’t it working in my game? Can you please help me to fix this? Thanks.

If it helps, I have uploaded a zip of my settings files.

Thanks!

7623628–948229–UnityOculusQuery_ProjectSettings_UserSettings.zip (17.3 KB)

And FYI, head tracking is not generally broken on my Oculus Quest 2 headset. I can go to the home screen or any other app, and if I move my head around, I am able see other parts of the scene (i.e. head-tracking works.) The only time head tracking fails is in this sample application which I have built and deployed in developer mode.

In the XR Management, go to android
Here, is Initialize XR on startup and Oculus both checked?

Also, is your Unity version up to date? (I’d recommend 2020.3 LTS)