I’m working on a cross platform VR game and have run into an issue where each HMD apparently has a different forward facing direction. I’m testing this with a simple scene that just has a cube placed on the +Z axis. The camera rig is centered with no rotation and no offsets in the parent transforms.
When I run it on Quest 2 the cube is directly ahead as it should be, but when I run it on Quest 1 the cube is behind me (180 degrees). And on Vive it is directly to the left (90 degrees).
With each device I make sure that the HMD is facing forward and recentered when launched. Also, in my app code I am calling XRInputSubsystem.TryRecenter, but it makes no difference with or without it. Recentering in the device also makes no difference.
I should also mention that I’m using Unity 2022.3.5 with the latest XR Interaction Toolkit 2.4.3.
Is there a way the forward direction can be unified for all HMDs?