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Fixed in 2017.3.0f3
Won't Fix in 2017.1.X
Votes
57
Found in
5.4.0f1
Issue ID
814569
Regression
No
[VR] Canvas should not lag behind when attached to a spatially tracked object
Verified FIXED with 2017.3.0b6 and SteamVR 1.2.2
Steps to reproduce:
1. Download and open attached project "FloatingCanvas.zip"
2. Make sure HTC Vive is set up and connected
3. Make sure VR Mode is on in Player Settings\
4. Play the project
Actual result: Left hand has a cube and canvas as child object. Moving hand in space you can see that the canvas lags behind the cube and the controller
Expected: No dragging/lagging behind
Tested and reproduced on:
Windows 10
Unity 5.4.0b22, 5.4.0f1
Workaround:
A workaround is to modify the SteamVR_UpdatePoses.cs script.. change OnPreCull to LateUpdate. This will make the controllers line up with the UI but they will be slightly more latent, so it is only recommended updating in LateUpdate when you need UI attached to the controllers.
A proper fix for this is scheduled for 5.5 where the controllers will be updated before the UI, bringing latency down.
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shubhamswaraj2021
Aug 18, 2020 16:57
good one <a href="https://www.lyricsauto.com">lyricsauto</a>
jkh0208
May 01, 2020 05:52
This is still happening in 2019.3.10f1 with Oculus Rift S.
sunelda
May 16, 2019 14:33
Hello everyone!
I am having this issue with Oculus controllers as well.
I parent a world space canvas to the controller and it lags behind. The faster I move the controller, the further away the canvas lags behind.
Can anyone please help me?
Ruud3DV
Mar 16, 2018 19:12
Canvas lag still happening with Unity 2017.3.0f3.
Tested by attaching a Worlds Space canvas as child of the camera, noticable judder/jitter when moving your head. Happens with Google Cardboard, Google Daydream and Oculus Gear VR (with OVRCameraRig). Can this issue be opened again?
Nigey
Nov 23, 2017 19:26
This is definitely not resolved. Re-tested with empty environment.
rburgoyne
Nov 11, 2017 11:10
I'm still seeing this issue as well in 2017.2.0f3 for macOS
InvictusCo
Oct 17, 2017 02:07
This issue is definitely not resolved
manuelgoellnitz
Jul 13, 2017 15:05
I found a workaround:
The position and rotation of the controllers is updated in the Script "SteamVR_TrackedObject.cs" in the method OnNewPoses().
This Skript I modified like this: Instead of setting the position and rotation in OnNewPoses() i store the information in variables.
Then i add the Unity Update() functions and do the setting there.
I Do it in Update(), LateUpdate() and FixedUpdate() because otherwise it seamed not fluend, but that could easily caused by my vive rig setup and not the code.
scvnathan
Jul 07, 2017 18:12
As a workaround, one thing you guys might try is manually updating your UI elements by listening to SteamVR's NewPosesApplied event.
DaveLloyd
Jul 04, 2017 16:30
I've also hit this with the new update to 1.2.2 and the fix is no longer possible.
Any alternate fix or revert to 1.2.1 until a fix comes along?