Quest Home Editor v0.10.9
This is the fix if the empty vista kept failing with "No entities" even after re-installing.
Why it kept failing: a stale cached template
The empty vista shipped its scene at a fixed asset path. The headset's asset manager caches parsed templates by that path across reloads — so once the old (broken, 0-entity) empty vista was installed, re-installing the corrected template at the same path just re-served the cached broken copy. The fix looked like it wasn't taking because the device never actually loaded the new bytes.
Now the empty vista's asset path is tagged with a hash of its contents, so the corrected template has a fresh key the cache has never seen — the headset loads it for real.
Verified against libshell (IDA): the validator rejects a template with zero entities ("No entities" → error), and requires exactly one root entity with valid components — which the corrected empty vista satisfies (one Root transform, no meshes → loads fine, renders nothing).
Also
- The diagnostic report was blaming a harmless
streamables.zipline (an optional asset that's missing even from working environments) instead of the real cause. The verdict now skips that and reports the actual template failure.
To use: update to v0.10.9, then run Neutralize vistas (or re-cook + install). The vista loads empty and your home shows with no scenery.
Linux/macOS: build from source (bash QuestHomeEditor/build_linux.sh).