Hi. We've detected a quite serious issue with the 2018 releases of Unity (since 2018.2) with Hololens and hologram stability. Basically, the holograms are never stable. The best way to see the effect is to look at an hologram and physically jump a bit. The holograms also appear to jump instead of staying in place. Debugging the stabilization plane shows that the plane appears in the correct place but it seems to have no effect. Searching the internet, this issue seems to come up from time to time, but is mostly dismissed as not being unity's fault as most people use Mixed Reality Toolkit's implementation of stabilization plane. We've been "stuck" in Unity 2017.4 LTS because of this, since the issue doesn't happen in this version (currently 2017.4.23f1) We want to move on to Unity 2018.3, mostly because of the "nested prefabs" feature, latest Vuforia version, etc. But this issue keeps happening and it seems nothing is being done to fix it (not that I'm aware of). I hope this report changes this (I'm also writing a bug report). We created 2 empty unity projects (Unity 2017.4.23f1 and Unity 2018.3.9f1). In both projects we created a cube and a sphere that appear in front of the Hololens (fixed position). Both projects have the "Enable Depth Buffer Sharing" checked and some other basic settings to run in Hololens. No other mechanism is used (no world anchors, no MRT, no Vuforia tracking, no manual setting of stabilization plane, literally nothing else). After build/deploy, the final result of both projects can be compared and there's the obvious issue with the 2018.3 build. Unity 2017.4.23f1 (LTS): (holograms are stable) Unity 2018.3.9f1: (holograms are unstable) Actual framerate in both apps is constant 60fps. TLDR: Unity 2018.3 holograms are not stable. This doesn't happen in Unity 2017.4 LTS with the same settings. We're unable to update unity because of this and we really want/need to. It is most likely a Unity issue since no code or any other packages are being used.