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Best lightweight Unity UI system in VR?

Discussion in 'AR/VR (XR) Discussion' started by chilton, Jun 26, 2020.

  1. chilton

    chilton

    Joined:
    May 6, 2008
    Posts:
    564
    Hi,

    I built a custom UI system for Glycon3D, out of horrible desperation, and I'm wondering if someone has a better solution now.

    I need it to be immediately compatible with 2D UnityUI, so I can just move a Canvas object between a world space canvas and a screen canvas and things 'just work'.

    I need the VR version to co-exist in the same scene as a 2d object so you can click on the same things in a regular camera based window AND in VR and have the behavior work in both.

    What are my options?
    Thank you,
    -Chilton Webb

    (http://www.Glycon3D.com)
     
  2. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,859
    Regular old Canvases already behave as you describe. I don't see why any custom UI system is needed.
     
  3. chilton

    chilton

    Joined:
    May 6, 2008
    Posts:
    564
    Mine currently works, and is similar to this one:


    But in both cases, that's a lot of code for something that I assume people are doing on a regular basis.

    Is that what you mean through, when you say it behaves as I described?

    Or are you suggesting that it no longer needs all of that additional work, to do that same thing? Because that would be wonderful.

    -Chilton