For these cases, you could ignore the VR Framework's Background feature and handle it yourself using SetActive() sequencer commands. The Background feature is really just a convenience; you're not required to use it.
You could create a whole bunch of background images with unique GameObject names, set them up exactly the way you want, and then set them all inactive.
When you get to a dialogue entry node where you want to change the background image (say from ImageA to ImageB), use this Sequence:
Code: Select all
SetActive(ImageA,false);
SetActive(ImageB,true)
To make sure the right background gets remembered in saved games, add an Active Saver component for each image. Add them to the Background Canvas since that GameObject stays active.