Godot Version
4.7.1
Question
I’ve always had this problem when in VR going back to Godot 3.
The world scale does not match a 3D pancake version of the same scene and I don’t understand why.
If I create a scene with a single block 1.8 meters high and run the scene in pancake with the camera at 1.8 meters it looks correct. If I repeat the same scene in XR (my head is also 1.8 meters) My eyeline is noticeably above the top of the block by about 10 cm. But its not just height as models looks too thin as well, everything seems to be scaled slightly smaller than it should be.
Is this just the reality of stereoscopic headsets and I should provide the user with a setting to scale the world or is it something I’m doing wrong?