For the past several weeks I've been focused on making a working UI system for our VR horror game. There have been plenty of ups and downs throughout this process and I wanted to take a brief moment to talk about the important takeaways I've gotten from the past couple of weeks.
The first of these is that creating UI in Unity is really easy. Unity makes it super easy to create buttons and sliders that do things and are easy to access from scripts. Once I got my buttons into place for my menu it was far easier than I had anticipated to make them load new scenes. This saved me a lot of headaches and for that I give the Unity program two large thumbs up. The second takeaway is that putting UI into the actual world space is really difficult. Due to our game being in VR it doesn't make sense to project our UI right onto the eyes of our players. This would probably just blind them and hurt to overall game experience. In order to avoid this issue, we need to put the UI a little bit in front of the player in the actual world space of our game. This of course leads to a whole host of problems in order for the menu to work. The menu can't be too far away from the player or too close. You have to work with the scaling of the graphics to make sure the menu doesn't accidentally stretch across the sky. We need to disable player movement around the menu so they don't accidental wonder off and can't find their way back. All these things need to be taken into consideration and sorted out slowly through mostly trial and error. There is no quicker way to make the UI work than applying some parameters and seeing what fits. These are the two biggest things I noticed while creating UI. You need to have patience when setting up your menu to work in VR. Thankfully once you find those perfect parameters the rest should come easily thanks to Unity's fantastic UI system. -What I've been working on -The joy of Unity UI -The patience of creating UI for VR
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AuthorSamuel Henry is a Senior at DSA in NC. He has 3 years of prior experience in the game design pathway and he's looking forward to becoming a great game designer. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools Categories
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