To preface, I am using Unity editor version 2021.3.4f1 on windows. I have been working on some VR projects using the XR Interaction Toolkit and XR Plugin Management and deploying to windows desktop and oculus quest. Here are all the packages I am using, as well as the XR Plug-in management settings: I have noticed that if I do not have the Oculus desktop app running in the background, then pressing play in the editor will take over 6 minutes to actually start playing the game. While waiting, this is on the screen the whole time: Something similar happens with the build of the game, where if the oculus app is not running in the background the build for windows will take a very long time to open. By default the oculus app runs in the background of your computer, but I encountered this because I set the oculus app to not run in the background on startup. To replicate the oculus app being fully shut down, you have to end these three services in task manager: All my projects projects on this version of unity without XR related plugins and packages work fine, and all my projects with the XR stuff in them have the same or a similar problem. This wouldn't be that big of a deal, but I am trying to deploy my app to steamVR and I don't want my customers to have to deal with absurd wait times or requiring the oculus desktop app. I recognize that it could be likely happening due to requiring oculus support for android in the editor, but then why is that appearing in the windows build? I can't just remove oculus support since I also need to build for android, nor am I certain that will even fix it. I have tried booting with steamVR open and oculus closed to the same problematic results. This problem is really slowing down progress on my work and if a solution exists it would be great to hear.