[SOLVED] Cross-platform VR: Squashed input ranges on mobile VR touchpads

We're making a project that's launching on all the Android-based VR platforms -- Daydream, Oculus Go, Oculus Quest, etc. -- and we're using Unity's cross-platform XR functionality (TrackedPoseDrivers and Unity InputManager Buttons / Axes) so that we don't have to import the conflicting GVR and OVR plugins.

Everything has been working really well so far, except that the Input.GetAxis and Input.GetAxisRaw mappings for the Daydream and Oculus Go touchpads are pretty far divorced from the...

[SOLVED] Cross-platform VR: Squashed input ranges on mobile VR touchpads