>>315864052
Unity rendering for VR also makes the assumption that 1 unit equals 1 meter, at 1.0 camera scale; importantly this means your controller positions in unity match up with their real life offset from your eyes. Also the physics gravity force is based off 1 meter per unit.

Practically, in vrchat, this is confused by the camera scaling based on avatar armspan, view ball height, and height setting in the menu however. Vrchat tries to make your outstretched hands irl correspond to outstretched hands of your avatar, and standing headset height to get of your avatar.