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This is a port of the code I've already added in Godot 4 with some changes due to how things work in Godot 3.
Note that we're currently waiting on a fix in SteamVR to be applied and that I'm having a crash issue I'm still investigating.
Other then that this is pretty much finished. One major change that is required for implementing this correctly is that we now create all positional trackers in Godot at startup, this to reserve the needed controller ids and not have them changing as trackers are turned off/on. This may require some more testing to make sure we're correctly reacting to trackers marked as inactive/not tracking.
Also that has had an impact on the implementation of trackers for hand tracking. This may require more testing.