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Ignoring the headset's display and assuming we are only dealing with tracking. VRC does not support "legs only" tracking. VRC only supports these forms of VR setups.
1 point. Head only. Cant do much but stand there and look around. Keyboard/gamepad might work for moving. Not certain.
2 points. Head and 1 hand. Playable VR. But the missing hand is limiting.
3 points. Standard VR setup.
4 points. Head, hands and hip. This allows you to hump stuff and slightly better body movements. But is half assed FBT.
6 points. Head, hands, hip, and feet. Full body tracking as most know it.
You can't mix/match tracking. The game automatically assumes what tracker is what based on the listed above and 100% forces head tracking first, then hands, hip, and lastly feet in that order.
Example. If your hip tracker dies, a foot becomes your "hip" and the other foot is ignored. If a foot tracker does, both feet are ignored.
In short.
Desktop FBT is not worth attempting. Possible, maybe. But not worth it at all. Just wait till you can buy a VR headset.
If the trackers have not been assigned to points in SteamVR, the VRChat client will assume what goes where, based on activation order.
When the trackers have been assigned, the trackers will not re-task if the hip tracker goes offline; instead the entire chain freezes (along with the affected areas of your avatar) until the tracker reappears; or if you open the menu, which will simply turn off FBT until you get the trackers sorted or end the session.
If I turn off my hip, my right foot tracker becomes the hip tracker after recalibration, even if it is still on my physical foot. Still works rather well to be honest. And if I turn off a foot, both feet return to default auto walk/step after recalibration.
That's how FBT has always worked for me and assumed it was the same for others. Even with everything setup proper in Steam VR, my right foot tracker always becomes the hip tracker if the hip tracker is missing and Iv always had booth feet fail if one of them is missing (and the hip is working).