I'm developing in Unity for Quest and I've come across something disappointing and confusing. All I want to do is make sure when I load up a new scene that the headset resets its position and orientation to the place I've specified (so, you know, it doesn't put me outside of a scene, etc.). When you use move around physically, your play space position does not move with your headset. So these are two separate positions and orientations.
Normally, if I was to move away from the play space origin and teleported somewhere to a place that loads the next scene, the headset is placed the same distance from where I place the origin in the next screen, making me appear in unintended places.
I have tried using the code for resetting the camera position,
at the beginning of the scene. This works as intended when previewing on Rift, but it does nothing on my Quest. I have tried absolutely everything to even manually change the headset's transform and return it to the play space origin, but again, works only on Rift. I read somewhere that Oculus intentionally disabled this feature on Quest because a user can reset the play space manually by holding the Oculus button.
If that's true, how in the world am I supposed to do something that should he so simple like this? Why can't I move the headset position like on the Rift? It uses the exact same Oculus SDK and everything.