Having an issue here where I get a different position/orientation with the following code
transform.position = InputTracking.GetLocalPosition(XRNode.RightHand);
transform.rotation = InputTracking.GetLocalRotation(XRNode.RightHand);
…based on whether I am using the Oculus SDK or OpenVR, for an Oculus Touch CV1 controller. Now, a workaround exists (I can just take the difference between the position/orientation before/after swapping SDKs at runtime), but I was wondering if this is working as intended or a bug. I’d like to support as many devices as possible for my project, so nice to know if things will change here.