WebXRController: Fix wrong ray space for Vive OpenXR Runtime. #24056
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Description
There was no rays in react/xr on Vive OpenXR Runtime (Vive Cosmos uses it). I started debugging and found out that
inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
returnnull
on this runtime, howevergripPose
was fine. When I usedgripPose
in place ofinputPose
ray started doing fine and their directions correlates with the ones I see in native Viveport interface. Looks like grip space and target ray space are the same in Vive OpenXR Runtime. Pretty sure it's a bug, but this provides a workaround with no additional cost