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Here is what I ended up doing.
Have two poses,
Pose_right - bind to the 'Right hand grip' in steamvr settings.
Pose_right_tip - bind to the 'Right hand tip' in steamvr settings.
(maybe named something else in English version)
Only Pose_right is bound to the SteamVR_Behaviour_Pose script for the controller in Unity, this will set the transform for 'Controller (right)'.
oRight is the [CameraRig]->Controller (right).transform
oCameraRig is [CameraRig].transform
I still don't fully understand the Pose concept. Mostly since only one pose will be correct for rendering the controller object.
ive been struggling with that a bit today. Ive used:
hand.skeleton.GetBone((int)SteamVR_Skeleton_JointIndexEnum.indexTip);
to get the end of the finder, then made an gameobject a child of that, which does the raycast
Poses - you might only need one for holding a controller, but the idea is that you might need to be holding something else in your game, e.g. a gun or sword and might need another hand pose for them
Still I think there is more to the pose concept I'm not understanding...
Here is a Unity and a SteamVR input screenshot.
https://imgur.com/a/wsINF75