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Fixed in 2017.3.0f3

Won't Fix in 2017.1



Found in


Issue ID




[VR] Canvas should not lag behind when attached to a spatially tracked object



Verified FIXED with 2017.3.0b6 and SteamVR 1.2.2

Steps to reproduce:
1. Download and open attached project ""
2. Make sure HTC Vive is set up and connected
3. Make sure VR Mode is on in Player Settings\
4. Play the project

Actual result: Left hand has a cube and canvas as child object. Moving hand in space you can see that the canvas lags behind the cube and the controller

Expected: No dragging/lagging behind

Tested and reproduced on:
Windows 10
Unity 5.4.0b22, 5.4.0f1


A workaround is to modify the SteamVR_UpdatePoses.cs script.. change OnPreCull to LateUpdate. This will make the controllers line up with the UI but they will be slightly more latent, so it is only recommended updating in LateUpdate when you need UI attached to the controllers.

A proper fix for this is scheduled for 5.5 where the controllers will be updated before the UI, bringing latency down.

Comments (25)

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    Aug 11, 2019 15:46

    You explained briefly thanks for sharing

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    May 21, 2019 11:06

    Really nice information. Thanks a lot for sharing it

  4. 9cd1ed44058784fe2aea2d44c3e1e397?d=mm


    May 16, 2019 14:33

    Hello everyone!

    I am having this issue with Oculus controllers as well.

    I parent a world space canvas to the controller and it lags behind. The faster I move the controller, the further away the canvas lags behind.

    Can anyone please help me?

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  9. Be7d7a012ebfcc4d1d55c4b1313c425d?d=mm


    Mar 16, 2018 19:12

    Canvas lag still happening with Unity 2017.3.0f3.
    Tested by attaching a Worlds Space canvas as child of the camera, noticable judder/jitter when moving your head. Happens with Google Cardboard, Google Daydream and Oculus Gear VR (with OVRCameraRig). Can this issue be opened again?

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