Hi iByte ! Within the "BaseNetworkPlayer.cs" script, there's a "OnNetworkSpawn()" function where the head & hand origins are initialized via linking with OVRCameraRig's center eye & controller anchors - which their positions & rotations will sync across multiplayer.
Hope this clarifies! :)
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (IsOwner)
{
// Set Local Player.
LocalPlayer = this;
XRINetworkGameManager.Instance.LocalPlayerConnected(NetworkObject.OwnerClientId);
// Get Origin and set head.
OVRCameraRig rig = FindFirstObjectByType<OVRCameraRig>();
if (rig != null)
{
m_HeadOrigin = rig.centerEyeAnchor;
SetHandOrigins(rig.leftControllerAnchor, rig.rightControllerAnchor);
}
else
{
Utils.Log("No XR Rig Available", 1);
}
SetupLocalPlayer();
}
CompleteSetup();
}