To allow for more direct control over the placement of an avatar’s feet when using OvrAvatarAnimationBehavior, we’ve added a new feature called Joint Overrides. These allow you to specify a Transform that will override the position and orientation of a joint, allowing you to control exactly where it’s positioned. Currently, we provide joint overrides for the left and right ankles, and they can be individually controlled. When a joint override is enabled, the joint will smoothly transition into the overridden pose, and you can use the JointOverrideTransitionTime property to control how long the transition takes. For best results, the Transform should be relative to the GameObject the OvrAvatarAnimationBehavior is assigned to. Please note that the joint overrides are followed strictly by the SDK, and as such it is possible to cause the legs of the avatar to stretch or bend in potentially unrealistic ways when using them. For an example of how to use the joint overrides, please refer to the new LocomotionJointOverridesExample scene.