Particle system lags with motion controller

I’m trying to attach a simple laser beam to my Vive motion controllers using a particle system. I’ve tried directly parenting the particle system component to my motion controller component. I’ve also tried setting the beam source/target on every tick. Both approaches cause the particle system to lag behind the motion controller mesh, making it feel like the laser isn’t attached to the mesh. Is there a way to reduce this lag?

I’m also facing the same issue and tried stuff like switching between local & world space simulation and reducing complexity of the particle system (which is basically just a beam emitter), both without any noticeable improvement… I’m very interested in a solution aswell.

I never did solve this. I’m guessing it has to do with the particle system not obeying late updates. It’s a ghost town in this part of the answer hub, so good luck.

I got the same issue with anything that should follow the motion controller on tick.
What is more the motion controller have some lag comparing to Vive hub for example.
So motion controllers lags behind hub controllers and objects lag behind motion controller.
It is really weird and seriously break the experience.

I just faced this problem and my workaround was to disable the low latency late-update for the motion controller transform. This makes the component location and rotation lag one frame from the real controller position, but I found that this is basically unnoticeable in my game while the visual lag was very noticeable.

Thank you very much. Was facing the same issue, but only with some objects. Some were following as should. This option can also be checked directly on the component.