Hi, Using the native unity camera with Oculus 0 0 0 position in the world appears correctly as placed when the HMD is on, when I use OpenVR the camera seems offset in Y by about 2 or 3 units, even when Vive is set to non room scale. It doesn't seem to matter if the scene uses a simple camera or a 1st or third person controller with height set to 0, there is always a different camera offset. I am trying to get to one build that runs the same way on all VR platforms and I have a tight precise...
Camera Height Difference between OpenVR, Oculus and Steam VR?
Camera Height Difference between OpenVR, Oculus and Steam VR?