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?