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DamienHorizon's avatar
DamienHorizon
Honored Guest
14 days ago

Quest standby breaks OVRCanvasMeshRenderer punch-hole UI tracking. Timewarp offset on wake-up.

Hello everyone,

I'm currently facing a persistent issue regarding OVRCanvasMeshRenderer in my Unity project for Meta Quest.

The setup:

Engine: Unity (using Universal Render Pipeline)

SDK: Meta XR All-in-One Version 201

Unity: 6.0 (6000.0.63f1)

Features: Using Meta's punch-hole / underlay technology to render high-quality UI over the scene via OVRCanvasMeshRenderer.

The problem: Everything works perfectly when launching the app. However, if the user puts the Meta Quest headset into standby/sleep mode and then wakes it up to resume the application, the UI canvas suffers from a noticeable positional offset (displacement).

It seems like the projection matrices or the underlying render textures do not resynchronize correctly with the updated tracking data when the application regains focus. The Canvas appears detached or lags behind the head movement.

What I've tried:

  • Disabling and re-enabling the OVRCanvasMeshRenderer component upon OnApplicationFocus(true) / OnApplicationPause(false).
  • Introducing a small delay (WaitForSecondsRealtime) before re-enabling to let the tracking stabilize.
  • Forcing an OVRManager.display.RecenterPose().

The displacement still occurs or requires a hard restart of the app to fix completely.

Has anyone encountered this specific bug with OVRCanvasMeshRenderer or Any OVR features after standby? Is there a known workaround or a specific lifecycle method we should call to force-refresh Meta's punch-hole rendering system upon resume?

Thanks in advance for your help!

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