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Delay when parenting a world positioned canvas to a tracked object using SteamVR.

Discussion in 'AR/VR (XR) Discussion' started by FredZvt81, Sep 29, 2015.

  1. FredZvt81

    FredZvt81

    Joined:
    Apr 8, 2014
    Posts:
    24
    Hi folks!

    I'm making a game for HTC Vive in Unity 5.2.0f3 using the SteamVR plugin.

    When I create a world positioned canvas and parent it to an object with the SteamVR_TrackedObject component to follow the Vive controller, the UI follow the object, as expected, but with a small but very noticeable delay.

    I was poking on its guts to try to undesrtand the problem and I think that it could be a problem on the way that the SteamVR_TrackedObject updates the object's transform: SteamVR_TrackedObject.OnNewPoses, which actually updates the position and rotation of the object, is called when a "new_poses" event is broadcasted through the SteamVR_Utils.Event channel and this event is broadcasted by SteamVR_Render.RenderLoop coroutine.

    Now I'm wondering if this pipeline leads to a late update of the object's transform and, somehow, the canvas is always updated with a frame of delay.

    Does anybody here had the same problem?

    Thanks!
    Fred
     
  2. Nikodemus

    Nikodemus

    Joined:
    Nov 28, 2014
    Posts:
    32
    Hey Fred, could you send me a PM? Could use some help regarding issues with using Unity and HTC Vive.
     
  3. FredZvt81

    FredZvt81

    Joined:
    Apr 8, 2014
    Posts:
    24
    Send me an email in frederico.zveiter@gmail.com. Cheers.
     
  4. frankiecavanagh

    frankiecavanagh

    Joined:
    Dec 13, 2015
    Posts:
    11
    Did you mange to resolve this, we are having the same issue.
     
  5. cart

    cart

    Joined:
    Oct 16, 2015
    Posts:
    2
  6. lcsmith_stsci

    lcsmith_stsci

    Joined:
    May 23, 2016
    Posts:
    1
    This worked great for me. Thanks!