Camera Height Difference between OpenVR, Oculus and Steam VR?

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 space for the camera location inside a sort of cockpit. Any ideas or suggestions or is this a temporary issue? I am using 5.4.0B10 Thank you.

Well, it looks like I’m running into the same issue. Did you ever get this resolved? Any insight would be appreciated!

You might want to try manually setting the tracking space to seated via the SteamVR assetstore package:

SteamVR_Render.instance.trackingSpace = ETrackingUniverseOrigin.TrackingUniverseSeated;

and then calling ResetSeatedZeroPose or VR.InputTracking.Recenter()