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new XRPlugin VR controller is pivoting in the wrong place
Hi, I'm converting my project that was using OpenVR to the new unity XR plugin. The problem I have is that when I use windows mixed reality loaders the controllers have a big offset compared open VR. I have images attached that shows how the controller models are shown in open VR (correctly) and with XRPlugin (incorrectly). I hope anyone knows how to fix this problem or that anyone can say me why is this offset applied, or even how much is this offset. I want to be able to use a single setup that works with multiple devices, and as far as I know this is what unity xr plugin is meant to do
xrplugin.jpg
(84.0 kB)
openvr.jpg
(60.7 kB)
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