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Provided hand models (valve_hand_models) were designed for SteamVR where hands have fixed size. Oculus hand tracking changes skeleton size based on user hands, which messes up the mesh due to incorrect mesh skinning
Free rotation (when you press trigger while holding an object) has several rotation bugs
Joystick rotation around static object applies incorrect rotation value depending on angle
Body does not retain momentum during grab (grabbing when moving will stop body, pushback and thrusters don't work when holding an object)