Unity OVR Overlay incorrectly changes Y position
I have a problem with using the OVR overlay on a quad. In my scene I have 2 quads with exactly the same size and position, positioned in the world space. One of the quads has the OVR Overlay script attached to it. They're both using the Unlit/Transparent Cutout shader. When I run this in the unity editor the position of the quads is correct. But when I run it on the oculus go the quad with the ovr overlay drops down 50% on the Y axis (see image). Is this a bug or is some additional set up required?
