Describe the bug?
Today I noticed that my steam VR floor height is a little higher than the actual floor height in Basis. When I playspace drag myself closer to the floor/floor fix, Basis itself doesn't recognize that floor. The avatar continues to get it's IK values from a floor collider set within Basis. This results in me having to bend my knees to hit the Basis floor, no matter where the steam VR floor is.
The Basis IK and I assume the player "pill" really wants the player to be attached to the Basis floor, your knees can bend into crazy angles (180-degree rotation, backwards legs) because your model might actually be too close to this floor using custom scaling. With Auto scaling, behavior is better, but is still does calibrates based on the Basis floor, so knee bending has problems.
VRChat also can have issues with this regarding things like toe colliders, but this can be fixed by playspacing to the floor in VRC. VRC's IK doesn't have the whole skeleton warp based on the placement of the Basis floor or player "pill", whichever is causing the issue. You can be floating off the ground in VRC, and the IK will work independently.
Steps to Reproduce
Put on feet, knee, and waist trackers. Level your IRL floor using space fix, and then test the discrepancies between the floor steam vr sets for you and what Basis VR determines as the floor/how the player pill behaves.
The expected behavior
Option 1: The players knees/IK should ideally ignore the Basis floor/"pill", operating within it's own space, weither or not the player is clipping through the floor or other objects like a ghost.
This discrepancy is also more than likely one of the reasons avatars jiggle so much. These body parts are interacting with the Basis floor and meeting odd resistance probably hundreds to thousands of times a second. Space fix/drag won't fix this.
Option 2: This would be if the Basis IK was heavily dependent on there being a Basis floor: The Basis floor and the Steam VR floor that you can drag/space fix should have calibration functionality.
Calibrate the Steam VR playspace floor first. And then within Basis, allow for a calibration setting: "set current floor heigh as the origin for IK reference" or something like that.
I do not understand how worlds are authored in Basis VR. I feel like world collision could cause additional issues here, but this is way, way beyond my area of expertise.
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