Some context: I'm using the "Steam VR_Tracked Object" script to track a Vive Tracker in my scene. My SteamVR setup is a "standing-only" setup, not room scale, so that I can use the tracker while sitting at my desk. I am also not using a HMD at all, which seems to be rendering the Room Setup process more-or-less useless. Problem: I want my tracker's "forward" position in the scene to match my forward-facing IRL position, facing my monitor, but I can't figure out how to achieve this without a room setup. Currently the tracker in the scene appears to be upside down and facing 90 degrees the wrong way. Ideally I would like to be able to "reset" its orientation based on an arbitrary orientation of my choosing so that it can be set at runtime. Possible approaches: I imagine I could create some kind of orientation handler script that would translate the tracker's orientation based on some painful quaternion math -- this would be my last resort. First I just want to confirm whether I'm overlooking some easier solutions to this. I've noticed around the forums mention of a certain Valve.VR.OpenVR.System.ResetSeatedZeroPose(); but that appears to do nothing for me, and I think in the OpenVR docs it says it's for the HMD (I don't have an HMD). Has anyone else previously handled a situation like this who could shed some light on the easiest way forward please?