Skinned mesh desync from bone transform

Hi guys. We have started to work on first person hands in our VR game. We have noticed something strange.
They desync from their root bone transform. The root bone transform is parented to the Steam controller, and this is verified to give no desync (tried with a none skinned mesh). But when using our skinned mesh we get slight desync. We will hide the Steam controllers so this might not seem like a problem, but because they will also desync from items being held it will be very immersive breaking and is not a solution sadly.

I dont know if animation is the correct sub thread but didn’t know where this question was best fit.

We fixed this. The two hands shared the same root bone and we parented each Hand bone to the controllers. We now splitet the hands into two skinned meshes with each hand being the root bone, and that remvoed the delay

This is turning out to be pretty cool, stil alot todo though