EDIT: As of beta 6, UnityEngine.VR.InputTracking.Recenter() can be used per Ed unity's post instead of the longer, temporary solution posted in this thread. Just tested and confirmed working. Is there any talk at Unity about adding a reset function for the camera in VR mode at some point? A couple of iterations ago there was one stuffed in a VR class somewhere that looked like an Oculus function, but it went away at some point and I don't see anything like that in the new implementation. With the new system it probably wouldn't be too hard to add something myself by putting in an extra object and adjusting the root object I have above the camera in the hierarchy according to the difference between that and the real camera position at the time my reset function is called, then just move my camera parent object by that amount to shift it. I'll try that for now, but doing this would be adding an extra object for every camera (three instead of just one without the Rift) so it'd be nice not to have to.