Differences in FPS for objects

Hi, i’m creating a VR game for Meta quest headsets.

I have swords in the player’s hands, items moving using gameobject.transform.position

When looking around, the FPS seems ok enough for the overhall, but the swords and moving objects seems to move at a slower fps, they kind of teleport. I’m not sure what could cause this, and i woundered if something could be done to have some kind of priorities of animating/moving things for these objects. I would prefer to have other objects to be less animated or laggy instead of the player’s hands.

More details please.

As it stands the only things I can think of is networking latency (is it networked?) or FixedUpdate vs Update time discrepancy - FixedUpdate runs at 50 Hz by default, typically less than Update (framerate).

Oh and if you have these items not parented but synchronize their position via script, the component execution order matters. It’s best to use LateUpdate to move things to a position relative to other moving things.

Yep sorry.

Version : 2021.3.25f1 (can’t change)

XR Interaction Toolkit : 2.3.2
OculusXR Plugin : 3.3.0
OpenXR Plugin : 1.7.0

It is not networked, the player controller is XROrigin
The update of hands is unknown (XROrigin code, i suppose Update)
Moving objects are updated in Update.

The moving objects and swords are not directly related, they interact by their colliders.
The moving objects are moving in constant speed once spawned.