I had a screen overlay applied when the character moves, to reduce vection. I'm porting the app over from Go to Rift, and this effect seems to have gone away. It could be a mistake on my part with the script, or wiring it up in Unity. I am wondering though: Does the Rift hardware treat textures and overlays similarly to the Go? The effect is basically a texture mask in an overlay that is applied when moving, and then removed when stopped. Any pointers or info would be appreciated!