Found on a Quest 3 through Virtual Desktop (VirtualDesktopXR, Vulkan):
the race camera's view matched the scene camera exactly and the kart's
own wheel animated (228 draws a frame took the copy), but during the
race's opening pan no draw took it, the 30-frame fallback latched the VR
wheel for that vehicle, and it stayed until the scene changed.
The fallback now heals: copies keep being published, the VR wheel stands
in only while draws are not taking them, and the vehicle's own wheel
returns as soon as they are. Both switches are logged, a few per race.
With first_person_rotation "yaw_pitch" or "full" the wheel copy and the
hands' wheel geometry now ride in the view's own frame (the kart's
orientation around the seat) instead of the level seat, so the wheel no
longer tilts against the view on slopes.
Aurora logs, after about half a second, five seconds and a minute of
copies, how many draws bound a copied array (inside and outside its
window), how many matched, and the closest position matrix against the
expected one, so a mismatch says whether the array or the matrix differs.
The VR first-person camera will animate the local vehicle's steering wheel
by handing Aurora a rotated copy of one of the vehicle's position arrays.
A draw picks up the copy only when it binds that exact array with the local
vehicle's position matrix (per-position ownership for indexed-matrix
draws), so opponents sharing the asset keep the original vertices. The copy
takes the same padded upload path as the original and never touches the
shared array cache.
Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).