[solved] steamVR breaks textures in motion

Hello, I’m very new to Unity and VR development. I made a scene in which the main camera in moving linearly inside a tunnel. It works correctly without VR (see it here). However now that I’ve added VR (Vive headset) something strange is happening and I have no idea what is happening (nor how to find a solution since I don’t know where the issue comes from). You can see the vr version here. Basically it looks like the textures are shot far ahead at the start of the animation…when I rotate my head you can see that I’m actually moving correctly inside the tunnel…but the textures are just gone.
I have my camera inside another empty object and I’m using the following code to move the object.

Thank you!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Cam : MonoBehaviour
{
   //StartPoint and EndPoint are 2 spheres used to define start and endpoint of the path the camera should follow
    public Transform StartPoint;
    public Transform EndPoint;
    public Controller controller; //joystick to start the animation

    float t;

    [Range(0.001f,.1f)]
    public float speed = 0.1f; //0.0094f

    void Start()
    {
        if (!StartPoint || !EndPoint) Debug.LogError("Put stuff in inspector");
    }

    void Update()
    {
        if (controller.getStart() && !endReached()) //if button pressed and we're not at the end of the path
        {
            t += Time.deltaTime * speed;
            t = Mathf.Clamp(t, 0f, 1f);
            this.transform.position = Vector3.Lerp(StartPoint.position, EndPoint.position, t);
        }
    }

    //if we reach the end point
    public bool endReached() {
        return !(this.transform.position.z < EndPoint.position.z);
    }
}

ok it was simple and I’ve solved it. Basically the same script was attached both to the camera and to a spotlight (placed on top of the camera. I forgot to change the speed of the light to match the one of the camera so the light was moving very fast (forward) while the camera was moving much slower. Nothing to do with VR. Now I’ve added the speed variable to the controller so I’m always having the same one in both camera and light objects.