Tracking on Quest Touch Controllers (with link) completely wrong in build

This may be a bug, but more likely it’s just something I’m doing wrong.
I’ve been creating a simple test project for the Quest with link enabled (I believe Unity is recognising the headset as a Rift S). So far, just simple touch controller tracking with basic interaction.
In play mode, the controller tracking works perfectly, but when I build and run the application, its completely wrong, with the controllers tracking upside down and way off from their true position.
I’m totally lost as to what this could be, so any help would be greatly appreciated.

We dont really have enough information to be able to help here.

  • what are you using for driving the hand position?
  • what version of unity?
  • is your headset calibrated correctly.
  • are there any platform specific asset import differences?