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Fixed in Unity 2017.3.0f3



Found in


Issue ID




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




Priority: 7Not yet prioritized for a release


Severity: 3Secondary functionality broken

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.

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  5. 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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  7. Ab594fc7779d7ba0c782eccb545eec1f?d=mm


    Nov 23, 2017 19:26

    This is definitely not resolved. Re-tested with empty environment.

  8. 6fd85482a163cc7a6e211851f2af8c80?d=mm


    Nov 11, 2017 11:10

    I'm still seeing this issue as well in 2017.2.0f3 for macOS

  9. D162fe8801f27d694b14956944c9227b?d=mm


    Oct 17, 2017 02:07

    This issue is definitely not resolved

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