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Worldspace UI delayed in VR (HTC Vive)

Discussion in 'AR/VR (XR) Discussion' started by Enthairon, Aug 30, 2016.

  1. Enthairon

    Enthairon

    Joined:
    Dec 4, 2015
    Posts:
    1
    Hi
    We are using a world space canvas attached to the HTC Vive controllers as a UI for our application. After upgrading to 5.4 it looks like the Ui is lagging one frame behind the controller when the controller is moved. We had a similar issue before, but it was eventually resolved in an earlier patch (don't remember which one).
    The issue appears on multiple machines using the Unity VR mode set to OpenVR and the SteamVR asset for the controllers.
    Did anyone else experience this issue?
     
  2. kjuanlu

    kjuanlu

    Joined:
    Dec 4, 2011
    Posts:
    100
    I`ve the same problem, even without parenting the canvas with the controllers (I set up the position and rotation from "new_poses" message). In fact, I tried all options I know (LateUpdate, parent). I've the same problem with ngui, but not for 3D objects (a cube for example).
     
  3. BernieRoehl

    BernieRoehl

    Joined:
    Jun 24, 2010
    Posts:
    80
    The bug is still there, in Unity 5.5.0f3.
     
  4. PsyKaw

    PsyKaw

    Joined:
    Aug 16, 2012
    Posts:
    102
    Same here! I did not succeed to prevent this one.