I am curious to know when in Unity's execution order does UnityVR modify the camera's transform. I have a simple set up, a Character Controller body, with a Camera as a child, and then another gameobject as a child of that camera. In a monobehaviour I have an Update() that will set a LineRenderer to start at the child's position and draw a line aligning to the child's forward direction. However, this LineRenderer doesn't show the line as you would expect, instead the line is drawn as if the head's rotation is always at euler (0, 0, 0) instead of at whatever the VR device and Camera say it should be. I then added an OnDrawGizmos() and had it mimic what the LineRenderer does, and it is drawn as expected. So I moved my original LineRenderer code from Update() to a coroutine and WaitUntilEndOfFrame() before setting the LineRenderer's points and it showed the line as expected. UnityVR's execution order hasn't been added to the Manual yet, but it not occurring until somewhere in the Scene Rendering execution block seems possible. Any information regarding UnityVR execution order or better hierarchy setup or other workarounds would be greatly appreciated. TL;DR - my Camera's rotation isn't set until after Update() with UnityVR, what do?