Thanks. What I ended up doing was making the OVRCameraRig:UpdateAnchors
function public and calling it from another script's update when
Time.timeScale was set to 0.
Any updates on this? Working on a VR project which sets the
Time.timeScale to 0 to pause the game. EDIT: Looks like it is due to if
Time.timeScale is set to 0, FixedUpdate will not be called (Unity thing)
and this causes the OVRCameraRig to never upd...