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Fixed in 2017.3.0f3
Won't Fix in 2017.1.X
Votes
57
Found in
5.4.0f1
Issue ID
814569
Regression
No
[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 "FloatingCanvas.zip"
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
Workaround:
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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manuelgoellnitz
Jun 30, 2017 12:54
With Steam VR 1.2.2 the SteamVR_UpdatePoses.cs script has no longer any function, so the workaround doesn't fix the problem anymore.
hrgchris
May 30, 2017 09:44
This is a major issue for us - we have to choose between tracking quality (lag due to updating in LateUpdate) or the UI lagging. The implication was it would be solved in 5.5. Is there any update on a time scale?
jcowlesg
Apr 02, 2017 02:20
Still happening in 5.6.0f3
Yocal
Feb 17, 2017 19:00
Confirmed and still in 5.5.1f1 :(
Crevecoeur
Feb 17, 2017 10:53
It seems it comes from SteamVR plugin.
In the SteamVR_UpdatePoses.cs script, replace the OnPreCull() method with the LateUpdate() method. It worked for me.
StudioEvil
Feb 17, 2017 00:30
Same on 5.5.1f1
ugen_oak
Jan 06, 2017 19:49
I am also still seeing this problem in 5.5.0p3.
Gizmoi
Dec 08, 2016 14:07
This is still an issue in 5.5.0f3