The native Vive/Oculus support looks great in Unity 5.4 - unfortunately there's a bug with the Vive support. I just submitted Issue #816464 regarding this. (info below). Since I need to render different content (and camera overlays) to each eye, a fix for this is critical for determining whether we can use Vive. It's not straightforward to do this with the steam VR plugin and its custom camera rendering. If devs find a workaround for this with current versions of Unity 5.4, please post here. My workaround gets part way there but isn't good enough but I imagine there's a better one available that can be applied via script. 1) Scene description My scene has: CameraLeft and CameraRight rendering some content to the device using culling masks (native VR support). OverlayCameraLeft and OverlayCameraRight are disabled cameras configured to render other content in a different layer. The cameras have a script that attaches them to the InputTracking transforms for VRNode.LeftEye and VRNode.RightEye since they'll render to a render texture which stops the VRNode transforms being applied at render time (or because they're being rendered via script). The left and right eye main cameras have a script that: - creates a temporary render texture - renders the appropriate overlay camera to it using Camera.render - combines it with the camera's output in the OverlayShader (simple blend) 2) Expected behavior It should appear more or less as if there is only one pair of cameras with the geometry in the correct position relative to each other. The world in the game view should look as it looks in the scene view. 3) Actual behavior Using Oculus SDK or OpenVR SDK with an Oculus headset works fine, but... Using Vive with OpenVR SDK introduces some kind of camera transform to the overlay cameras that are rendered to a render texture. This results in the overlay shapes being offset incorrectly. I found a partial fix that applies an additional y rotation to the eye transforms for the overlay cameras. Debug lines in my build show that the two overlay cameras are now diverging significantly but it almost fixes the problem. This additional transform should not be necessary.