Is there a way to make OVR tracking space follow player rotation?

I have a playerController script that enables my player to move around and rotate on the y axis while still facing the camera sensors. I also have a grabObject and throwObject scripts that let me pick up a rigidbody and throw it using the touch controller velocity and angular velocity. The problem I’m having is when I rotate my player 180 degree and throw an object.

player rotation function:

    private void vrRotateMovement()
    {
        if (OVRInput.GetDown(OVRInput.Button.SecondaryThumbstickRight))
        {
            transform.Rotate(0, 90, 0);
        }
        if (OVRInput.GetDown(OVRInput.Button.SecondaryThumbstickLeft))
        {
            transform.Rotate(0, -90, 0);
        }
    }

Whenever I throw an object along the x axis, the object goes the opposite direction my controller is throwing. I believe this is because I’m not rotating the sensors along with the player relative to the world. I can turn my actual body around 180 degrees and the throwing direction of the object is correct, but not when I rotate the player and still facing towards the sensors.

How do I rotate my player and my sensors orientation so I can throw objects in the correct direction while still facing towards the sensors? Any help is greatly appreciated!

I’m having the same problem and can’t seem to find any solutions online. Did you manage to solve this in the end?