I am currently implementing OpenXR for Quest into my custom game engine and am running into some issues:
Another problem I encountered is that when adding a suggested binding for the "simple controller" interaction profile, it will be used even though I am using touch controllers and have a suggested binding for them. (On Quest 2)
Edit: This actually depends on the order of the xrSuggestInteractionProfileBindings calls. If it is done for the simple controller binding first everything works as expected, if it is after the touch controller binding it breaks.
Another problem I now encountered is that if I request the microphone permission, xrWaitSwapchainImage will always time out after the popup is closed. If the timeout is high it will just freeze until the timeout is over. After it times out everything in the game starts lagging behind (rotating my head and it feels a bit head locked for example) and it only recovers when restarting the game.
I have and it works just fine.
You need the Oculus Platform SDK for the entitlement check. I don't know if there is a standalone plugin for it that you can use or if you need to stock to the OculusVR plugin (but I think you can enable OpenXR with it somewhere?). I am not using Unity (nor Unreal), so I don't know the details.