Quest VR shows only gray screen after Godot logo – OpenXR fails

Hello,

the details:
- Godot 4.5.1 Mono
- Android export with Godot XR Tools 4.5.1 (Android-Quest plugin activated)
- Scene: XROrigin3D → XRCamera3D (Current: on), simple MeshInstance3D
- APK installs successfully on Quest 2
- On launch: Godot logo appears, then gray screen – no errors, no crash
- OpenXR debug shows: "OpenXR was requested but failed to start" in editor, but on Quest no visible error
- Tried: Oculus as default OpenXR runtime, adb setprop debug.oculus.forceOpenXR, all XR features enabled in export

Question:
What is the most common cause for gray screen after logo in Godot+Quest builds? Missing manifest entries, wrong graphics backend, or known plugin bug?

Logs from adb logcat during launch would be helpful if someone can guide which tags to filter.

There is a demo project in the XR repo GodotVR/godot-xr-tools: Support scenes for AR and VR in Godot . Can’t confirm if it works, couldn’t get anything out of my ancient headset.