We're developing a fairly major project for an event later this month using Oculus and mounted Leap Motion for hand control, in Unity. The problem we're facing is how many people reach out to try and grab objects without fully tilting their head down to look at that object - more or less right on the cusp of the Leap's vertical FOV.
Seeing as there is little chance of interaction taking place in the top quarter of the vertical FOV, we'd really like to make the best use of the Leap's FOV and angle it downwards a bit. Unfortunately, when we try that, it doesn't change where the hands are rendered, and they appear at the wrong height.
Can anyone suggest a solution for re-aligning hands in Unity once the Leap has been tilted? (It seems to be difficult to have control over things like that and there are no parent objects to play with either...)