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Unity 2020 Virtual Reality Projects - Third Edition

You're reading from  Unity 2020 Virtual Reality Projects - Third Edition

Product type Book
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Pages 592 pages
Edition 3rd Edition
Languages
Author (1):
Jonathan Linowes Jonathan Linowes
Profile icon Jonathan Linowes

Table of Contents (15) Chapters

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Implementing a HUD

The term HUD originates from its use in an aircraft, where a pilot is able to view information while looking forward rather down at their instrument panels. In Unity, a HUD may be implemented as a canvas-based UI floating in your field of view, overlaying the gameplay scene. Typically a HUD is more about displaying information than providing interactable buttons or controls. In this section, we'll test two different variations of HUDs—what I characterize as visor HUD and windshield HUD. We'll start with the visor HUD and then add a little script that gracefully hides the panel with a fadeout when we want it to disappear.

Creating a visor HUD

For a visor HUD, the UI canvas is attached to the camera object in the scene, so when you move your head, the canvas doesn't appear to respond to your head movement. Rather, it seems to bestuck to your face (haha)! For a nicer way to describe it, suppose you're wearing a helmet...

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