[SDK 3.10.6-beta.3] Eye Gaze Mode set to Both halves tracking movement
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Skairu
When Eye Gaze Mode is set to Both, I find myself having to double the rotation states in order to maintain the same rotation strength for eye tracking in VR.
When face tracking disables and it falls back to animations, they're exaggerated.
Using a Quest Pro, on the main/stable SDK version I don't have this issue. Noticed this in beta.1, but still present.
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santafip
Same issue but it's also happening whether its set to both or bone rotation. Using psvr2

StormRel
updated the status to
tracked