[PolySpatial] Is the exaggerated input of devicePosition limited to the simulator?

Hello! I’ve observed some unusual behavior related to devicePosition.

I wrote some code to retrieve devicePosition and deviceRotation, and checked their values. On the editor, everything seemed normal, with the return values appearing as though objects were being detected through Raycast. However, on the simulator, it returned exaggerated values, such as approximately (350, -1300, -700).

Below is a snippet of the actual code:

string str = string.Empty;
for (int i = 0; i < Touch.activeTouches.Count; i++)
    var state = EnhancedSpatialPointerSupport.GetPointerState(Touch.activeTouches[i]);
    str += $"pos:{state.devicePosition:F2}\nrotate:{state.deviceRotation:F2}\n\n";
tmpText.text = str;

Would it work correctly on an actual device? (Is this issue limited to the simulator?)
Or am I misunderstanding something?

In case this helps, we’ve noticed in the Interactables Template that a translation in X also results in motion in Z in the simulator. A straight line left right motion curves around the player. This make sense when moving dialog windows to keep them facing the player and within arm’s reach. (Our arms move in an arc)… Less so when moving chess pieces. This may be a platform limitation.

Thank you, xeomara!

a translation in X also results in motion in Z in the simulator

Less so when moving chess pieces

These are indeed intriguing behaviors!

And I apologize, I wasn’t able to grasp the correlation between my question and your response. However, perhaps what you’re suggesting is that the input on the simulator becoming extremely large numbers like (369.25, -1368.53, -696.85) is due to an issue on the platform side, is that correct?