I’m used to being able to tweak the player’s starting position using the Camera Offset component within the XR Origin prefab (which, in itself, always stays at world origin of course). This seems to work well for other hardware, so I assumed it would be the case for the AVP.
I just tracked a very nefarious behavior wherein UI interaction worked in editor but not in the XCode simulator (and presumably, on device) down to the fact that camera offset’s transform was changed. What’s extra tricky is you still see the UI components - just can’t interact with them, presumably because the “target ray” is not offset appropriately?
When I reset camera offset back to zero, UI interaction works again both in editor and in simulator. (I haven’t extended the tests to non-UI interactions but my working assumption would be this behavior extends to everything that relies on raycasts).
Easily reproable with the immersive sample scenes, whether the UI-centric one or the general one.
This is just an oversight in our sample content. As you say, the ray interactor and ray origin transforms should be under the camera offset transform. I just hadn’t tested moving the XR Origin or camera offset around to different locations. We’ll fix this up for the next release.
Hey! Sorry for the delayed reply here. Without any changes to the sample C# scripts, this is what I would expect to see. The solution is to change the parent of these objects and modify the scripts to set their transforms in local space instead of world space. The 1.1 version of the package should be out any day now, and you’ll see what I mean.