Quest angular velocity wrong in builds
I posted about this a while ago. Following up to see if anyone else has seen this.
The OVRInput.GetLocalControllerAngularVelocity() method returns world space velocity in Quest builds. This does not happen in the editor/PCVR builds. This also does not occur when using a link cable even if the device shows up as "quest link".
This is a very easy to reproduce bug and I'd love to know if this is on the Oculus Integration team's radar.
Anyone have a great idea on how to work around this/and or how to get the attention of the Integration devs? I can't find a place to submit bug reports anymore.
