Hey there, I've gotten the Oculus Quest 2 working with Unity 2021.1.15f1 by these steps: 1) Windows - > Package Manager - > OpenXR Plugin 2) Windows - > Package Manager - > OculusXR Plugin 3) Edit - > Project Settings -> XR Plugin Management - > Install XR Plugin Management 4) XR Plug-in Management - > select 'OpenXR' in windows and android tabs. 5) Under XR Plug-in Management 'OpenXR' Project Settings entry appears. Interaction Profiles - > Select 'Oculus Touch Controller Profile' Play Mode OpenXR Runtime - > Select 'Oculus' (this gets it working in play mode in the editor, and you have to keep selecting this every time you re-open your project) 6. You also have to do Project Settings - > Package Manager - > Enable Pre-release Packages. 7) Package Manager - > XR Interaction Toolkit, install this. 8) Right click and add an XRRig (device based) game object to the scene. 9) Make sure Oculus Quest 2 is set to Developer Mode. 10) You also need to do: Window - > Analysis - > Input Debugger. In the Input Debugger window you need to select 'Lock Input To Game View' in order for headsets to work in editor play mode as well. Now here's where things get tricky. Under Project Settings - > Player....You have to have both 'Direct3D11' and 'Linear' color spaces to use the Oculus/OpenXR in edit mode. However, the Oculus Quest 2 when building to Android needs 'Gamma' and 'OpenGLES 3.0'. This is creating a real problem, because now I need to build the game in Android, Gamma, and OpenGLES 3.0. Switching to Gamma and switching to OpenGLES 3.0 requires a huuuge re-import. Is there a way I can just get the testing in editor play mode working using Gamma and OpenGLES instead? It just won't work unless I select specifically Linear color space and Direct3D11 under API.