After tinkering with the headset and windows firewall + windows Anti-virus, I have managed to get through to the headset using the USB to USB-C.
The PC software would not reconize the connection in the beginning, but after quitting the software on the headset, and manually starting it, and doing a direct connect, the headset finaly connected to the PC.
After that the headset was simply blank, which felt odd, but eventually when running Unity in playmode, the headset came to life but oddly displayed a static grey view in both headset camera and in unity gameview.
It is accompanied with the following error:
IndexOutOfRangeException: renderPassIndex
UnityEngine.XR.XRDisplaySubsystem.GetRenderPass (System.Int32 renderPassIndex, UnityEngine.XR.XRDisplaySubsystem+XRRenderPass& renderPass) (at <86879d5915394890a62dd42337ed228f>:0)
UnityEngine.Rendering.Universal.XRSystem.CreateLayoutFromXrSdk (UnityEngine.Camera camera, System.Boolean singlePassAllowed) (at Library/PackageCache/com.unity.render-pipelines.universal@10.5.1/Runtime/XR/XRSystem.cs:332)
UnityEngine.Rendering.Universal.XRSystem.SetupFrame (UnityEngine.Rendering.Universal.CameraData cameraData) (at Library/PackageCache/com.unity.render-pipelines.universal@10.5.1/Runtime/XR/XRSystem.cs:180)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at Library/PackageCache/com.unity.render-pipelines.universal@10.5.1/Runtime/UniversalRenderPipeline.cs:490)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Camera[] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@10.5.1/Runtime/UniversalRenderPipeline.cs:241)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera[] cameras) (at :0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at :0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)