Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  VR Meta Quest Lag issue
#1
So i am making a game and i want to simulate a usb cable. So i created a rope and added on both sides a  VR Grabbable game object with Particle attachments.
So when something hits USB connector it moves nice with cable, but my issue now is when i move the cable with controller/hands it lags behind, i tried changing
to Synchronous Fixed mode and setting interpolation to none but it did not help.

i found this old thread where it says to use LateFixedUpdate, that sounds similar to this S.Fixed but like i say it does not fix it for me. Should i try to downgrade
to version 6 so i can try LateFixedUpdate? Any other solution? I wasted full day trying to fix this
Reply
#2
(30-09-2026, 03:29 PM)kodkuce Wrote: So i am making a game and i want to simulate a usb cable. So i created a rope and added on both sides a  VR Grabbable game object with Particle attachments.
So when something hits USB connector it moves nice with cable, but my issue now is when i move the cable with controller/hands it lags behind, i tried changing
to Synchronous Fixed mode and setting interpolation to none but it did not help.

i found this old thread where it says to use LateFixedUpdate, that sounds similar to this S.Fixed but like i say it does not fix it for me. Should i try to downgrade
to version 6 so i can try LateFixedUpdate? Any other solution? I wasted full day trying to fix this

This is often just a matter of when/how you update your VR controller. Physics simulation in Unity is performed in FixedUpdate(), so if you controller is updater *after* that, you'll naturally get a 1-frame delay between the simulation and the controller, which causes it to lag behind.

Could you be more specific about how you're moving the controller? I'm not familiar with "VR Grabbable", is this part of Unity's XR toolkit?

Quote:i found this old thread where it says to use LateFixedUpdate, that sounds similar to this S.Fixed but like i say it does not fix it for me. Should i try to downgrade
to version 6 so i can try LateFixedUpdate? Any other solution? I wasted full day trying to fix this

This is a quick a dirty solution, but no longer applies to Obi - precisely because it was dirty, updating physics in LateUpdate with a variable timestep breaks physics in many cases.
Reply
#3
(01-10-2026, 08:30 AM)josemendez Wrote: This is often just a matter of when/how you update your VR controller. Physics simulation in Unity is performed in FixedUpdate(), so if you controller is updater *after* that, you'll naturally get a 1-frame delay between the simulation and the controller, which causes it to lag behind.

Could you be more specific about how you're moving the controller? I'm not familiar with "VR Grabbable", is this part of Unity's XR toolkit?


This is a quick a dirty solution, but no longer applies to Obi - precisely because it was dirty, updating physics in LateUpdate with a variable timestep breaks physics in many cases.

Thank you for replying, anyway like i say i am using meta quest sdk, its some older version that uses Oculus.Interactions.Grabbable

[Image: Grabbable.png]

Hmm maybe i can inherit this GrabFreeTranfomer and change it to move elment in fixed update
[Image: 1JVSYTi5DJ.png]

Will try that and report back, but i am afraid this will brake other stuff
Reply