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How does the coordinate system returned for a XRNode Tracking Reference relate to the real world device it is tracking?
What is the relationship between the real world device (eg. the physical Oculus Tracker) and the coordinate system that Unity returns when looking at the XRNode (Tracking Reference type)?
Resource request:
If anyone can point me to the correct documentation resource to use for this type of information that would be great because I could probably make a few questions referencing different physical devices.
Information required:
would like to know where the origin of the coordinate system is placed, is it in the volumetric center of the device, or perhaps on the device's internal camera's focal point?
I would also like to know the orientation of the coordinate system? Does y still point "up" in the device's frame of reference (for some sensible value of "up")? Does Z point forward out of the face of the device (optical axis for camera trackers, front face normal of the Vive Lighthouse)?
This may only be relevant to the 2018.3 beta. If that means that once it's out of beta, the code will be fully documented, that would be fine.
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