Unity XR giving different angular velocity readouts for PCVR vs Quest build
Having an absolute nightmare trying to solve this bug, which makes no sense no matter how I look at it. Uising the TryGetFeatureValue to get the deviceAngularVelocity from the controller leads to different readouts on PCVR build vs when I build for Quest. From my testing it seems like the controllers are on the same axis/orientation so it's not that. Has anyone else experienced this? It seems like a huge flaw in the system, especially with the important of geasture based controls in VR. I have made 100+ builds trying to get around this but to no avail. It works as expected in PCVR but the Quests weird readouts are just to weird to wrap my head around, they make no logical sense and don't seem to be in any sort of idenfitable space.
