# Sprites / HUD not working on inmmersive-vr ? + overall xr camera positioning issues

**URL:** <https://discourse.threejs.org/t/sprites-hud-not-working-on-inmmersive-vr-overall-xr-camera-positioning-issues/19947>\
**Category:** Questions\
**Tags:** webxr, xr, sprites\
**Created:** [October 20, 2020, 5:29pm UTC](https://discourse.threejs.org/t/sprites-hud-not-working-on-inmmersive-vr-overall-xr-camera-positioning-issues/19947 "2020-10-20T17:29:56Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![ivnnv](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/ivnnv/32/14071_2.png) [@ivnnv](https://discourse.threejs.org/u/ivnnv)\
**Post date:** [October 20, 2020, 5:29pm UTC](https://discourse.threejs.org/t/sprites-hud-not-working-on-inmmersive-vr-overall-xr-camera-positioning-issues/19947/1 "2020-10-20T17:29:56Z")

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Hi,

I having some issues on creating sprites and having them **always** being shown on VR mode (using just regular sprite position or using the orthographic camera added to the scene technique.

I have created a proof of concept modifying the “webgl\_sprites” example to have xr enabled and use the VRButton to get into immersive-vr, but it does a weird thing on enter (like a super zoom) and the scene renders completely black.

Original: [https://threejs.org/examples/webgl\_sprites.html](https://threejs.org/examples/webgl_sprites.html)  
VR Fork: [https://codesandbox.io/s/threejs-webgl-sprites-xr-979me](https://codesandbox.io/s/threejs-webgl-sprites-xr-979me)

Is it about the new stereo camera being positioned somewhere else when entering vr?  
How is this supposed to work? isn’t `renderer.xr.setReferenceSpaceType( 'local' )` telling the renderer to keep the original camera positioning and viewing direction?

Thanks in advance!

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**Author:** ![ivnnv](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/ivnnv/32/14071_2.png) [@ivnnv](https://discourse.threejs.org/u/ivnnv)\
**Post date:** [October 21, 2020, 2:56pm UTC](https://discourse.threejs.org/t/sprites-hud-not-working-on-inmmersive-vr-overall-xr-camera-positioning-issues/19947/2 "2020-10-21T14:56:52Z")

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Only topic doesn’t get any response? 😃

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**Author:** ![Mugen87](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/mugen87/32/5645_2.png) [@Mugen87](https://discourse.threejs.org/u/Mugen87)\
**Post date:** [October 21, 2020, 3:30pm UTC](https://discourse.threejs.org/t/sprites-hud-not-working-on-inmmersive-vr-overall-xr-camera-positioning-issues/19947/3 "2020-10-21T15:30:37Z")

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> [@ivnnv](#):
>
> using just regular sprite position or using the orthographic camera added to the scene technique.

The only thing I can say is that scree-space sprites (as well as screen space UI elements in general) do not work in VR since there is no concept of _screen_ like in non VR applications. The sprites would be rendered in the closest possible distance in front of the eye which is obviously no good approach.
