I just recently added a new world space canvas to our software with a basic panel, and it looked OK… or so I thought until I created a Win64 standalone build, and saw this:

This has me stumped.
This looks fine in the editor. It’s only when I make a standalone build and run it, do I see this behaviour. This also only happens with the right eye in the VR headset. The left eye looks fine.
I’ve also tried changing various things in the project to make this behaviour go away with little luck. Here are the things I’ve tried:
- Attach the UI to the camera as a world space canvas.
- Make the UI canvas its own game object as a screen space camera canvas
Here’s the really weird part: I have another world space canvas in the scene and that one does NOT flicker. I’ve compared both canvases, and they are identical, as far as I can tell.
Plus I also have another screen space overlay canvas for the HUD on the main (non-VR) display, and that one does not flicker either. Toggling these canvas on/off have no effect on the flickering UI, however.
At this stage, I think I need to take a step back and try to figure out what’s causing the flicker in the first place instead of trying random things to make it stop as I don’t like fixing things without understanding why it’s broken in the first place.
Here are the clues:
- Only happens in standalone builds.
- Only happens with the right eye in VR.
- Two world space canvases. One flickers, the other does not.
- Changing the flickering canvas into a SS-camera still flickers.
- This is a basic canvas and basic panel. No shaders or scripts attached. Only the color of the panel was changed.
- Disabling all other game objects (except the camera) has no effect.