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Installation and Setup
You need three things: a build of the editor, adb, and the old home file. The annoying parts (signing, choosing the right APK, installing) are automatic.
From Releases:
| File | For |
|---|---|
"Quest Home Editor.exe" |
Windows, 2013+ CPU (AVX2 — fastest texture cooks) |
Quest-Home-Editor-windows-x64.zip |
Windows, any 64-bit CPU (SSE4.1). If the exe dies instantly with 0xc000001d, you need this one. |
Quest-Home-Editor-linux-x64.AppImage / .tar.gz
|
Linux |
hsr_renderer-macos-*.dmg |
macOS (Apple Silicon + Intel; MoltenVK bundled) |
Or build from source on any OS — see the Developer Guide.
A Vulkan-capable GPU is required. The renderer replicates the Quest's own Vulkan pipeline — there is no D3D11/GL fallback. On macOS Vulkan runs through MoltenVK (bundled in the
.dmg;brew install molten-vkwhen building from source). Very old iGPUs (pre-2013 Intel) have no Vulkan driver on Windows at all.
The converter installs to the headset with Google's adb. You do not need the full Android
SDK — just these files, placed next to the editor binary:
"Quest Home Editor.exe" (Windows) hsr_renderer (Linux/macOS)
adb.exe adb
AdbWinApi.dll
AdbWinUsbApi.dll
The tool searches for adb in this order:
-
$HSR_ADB(if you set it to anadbpath) -
beside the exe (the files above, or a
platform-tools/folder next to the exe) -
C:\Android\platform-tools\adb.exe(Windows) -
adbon yourPATH
Get the files from Google's SDK Platform-Tools zip (copy just those out of it). On Linux/macOS only the single
adbbinary is needed (apt install adb/brew install android-platform-toolsalso works — it lands on PATH).
- In the Meta Quest phone app → your headset → Developer Mode → On.
- Connect the headset over USB.
- The first time, the headset shows "Allow USB debugging" — accept it (check "always allow").
- Verify on the PC:
adb devicesshould list your headset.
Wi-Fi instead of USB: enable "Wireless debugging" on the headset, then in the Cook tab type the headset IP in Wi-Fi IP and press Connect before cooking.
APKs must be signed or the Quest rejects them (INSTALL_PARSE_FAILED_NO_CERTIFICATES). The tool signs
automatically. Build-tools are found from an installed Android SDK, or — on a clean PC with no SDK
and no Java — auto-downloaded beside the exe on first use (needs curl + a network connection;
Windows 10+/Linux/macOS all ship curl).
Pre-fetch the toolchain anytime:
"Quest Home Editor.exe" --fetch-tools
Next: Cooking a Home.