OVRInput.GetLocalControllerAngularVelocity() reversed on Quest builds
It appears this may have been a bug for a long while but there seems to be a gap between 2020 and now where no one has posted about it.
When using the OVRInput.GetLocalControllerAngularVelocity() method in the Unity editor with Quest link (basically being treated as a Rift) the method gives you correct velocity. But in Quest builds the velocity is reversed.
Is there any reason for this or is it just a bug? I understand it's an easy work around to just check the headset type and reverse it if its a Quest but that's not very intuitive.
