I can't seem to get the custom hands to work properly with the OVRPlayerController.
The Hands seem to follow the rotation of the headset, but compounded by a factor.
Is this related to the "Unity has a known issue such that parenting one VR camera to another will compound tracking twice. As a workaround, make them siblings in the GameObject hierarchy." issue?
There's no way I can unparent the OVRPlayerController and the OVRCameraRig without the controller breaking.
How the heck are you supposed to use the player controller with custom hands? I don't want to use the avatar hands as I'm replacing them with different models.
I couldn't get Custom Hands or LocalAvatarWithGrab to work right, which is why I went the direction I did with my Example project. I think if I were to add distance grab or anything else, I would only look at the scripts and stay away from the prefabs.