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lau.magg's avatar
lau.magg
Start Partner
7 months ago
Solved

OVROverlay (Underlay) world-UI drifts with head movement

Hi everyone, 

I recently started working with OVROverlays to achieve a better visual quality of my UI in VR. My scene setup is as follows: I have a world-space display object with a Quad child that uses an OVROverlay in Underlay mode. The Quad has a fixed world pose (not parented to the camera), MeshRenderer disabled, and I assign the same RenderTexture to both eyes.

When I move my head sideways, the UI on the underlay appears to “swim” or drift relative to the 3D display, instead of staying fixed. Interestingly, this only happens when I build. This might be because I’m feeding a mono texture to both eyes, so there’s no stereo disparity. But wouldn't I see that in the editor?

Has anyone experienced this? Any idea or fix is very welcome. Thanks beforehand!

Laura

  • Can you try changing the OpenXR 'Latency Optimization' setting to 'Prioritize Input Polling' and see if that changes anything?

7 Replies

    • lau.magg's avatar
      lau.magg
      Start Partner

      Hi, thanks for responding.

      No, I don't have Late Latching enabled 

      • VirtuallyARealDinosaur's avatar
        VirtuallyARealDinosaur
        Community Manager

        Could you please tell me the Unity version, BiRP or URP, OpenXR or OculusXR plugin, and the versions of those as well?

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