Create some kind of script like the following: using UdonSharp; using UnityEngine; using VRC.SDKBase; using VRC.Udon.Common.Enums; public class BuggyBehaviour : UdonSharpBehaviour { void Start() { SendCustomEventDelayedFrames(nameof(_DoUpdate), 1, EventTiming.LateUpdate); } public void _DoUpdate() { var p = Networking.LocalPlayer; var bone = HumanBodyBones.RightHand; var pos = p.GetBonePosition(bone); var rot = p.GetBoneRotation(bone); transform.SetPositionAndRotation(pos, rot); SendCustomEventDelayedFrames(nameof(_DoUpdate), 1, EventTiming.LateUpdate); } } Notice that the position is totally wrong. This may happen in VR, only tested on desktop thus far. Update and PostLateUpdate both work fine. This may also trigger in a regular LateUpdate() call, but I'm just providing a minimal repro case for the specific case I ran into. This was tested with a pickup, so attach this to a gameobject with a basic primitive, and have a separate VRCPickup to pick up while watching the debug object.