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Participant
September 5, 2025
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

VirtuallyARealDinosaur
Community Manager
September 18, 2025

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

7 replies

VirtuallyARealDinosaur
Community Manager
September 17, 2025

Hello!

Do you potentially have "late latching" enabled? That may affect the pose of the overlay layer.

laumaggAuthor
Participant
September 18, 2025

Hi, thanks for responding.

No, I don't have Late Latching enabled 

VirtuallyARealDinosaur
Community Manager
September 18, 2025

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