What am I overlooking when it comes to basic Oculus HMD integration and Unity? My floor is a Y0. And I'm using the OVRPlayerController prefab at the moment. But I have the same issue with a generic camera too.
The floor is higher than it should be. And guardian is not in sync with the rest of the world geometry. It seems to "swim" or move in kind of a parallax effect slightly out of sync with the world. It is correctly and aligned with the real world.
Both of these things work as expected in Oculus Home and other apps.