UI is as important in VR as it is in other games, but you can't just use traditional screen-space methods. This course will teach you how to create interfaces for VR using world-space displays that don't break immersion in the experience.
Are you creating a VR experience and need to know how to create an interface or menu that doesn't break immersion? In this course, Unity World Space UI in VR, you will create all the elements needed to put together an interaction system based on using the controllers that come with the Vive and Oculus headsets. First, you'll learn how to import the SteamVR plugin into Unity, which gives you access to the tools you need. Next, you will create a console screen, complete with buttons and text to interact with. Finally, you will create a device that gets attached to the controllers that the player can bring up at any time to access menu items like game settings. When you're finished with this course, you will have created an interactive scene and have the knowledge to create systems that can be used to interact with just about anything that requires buttons or a display of information. Software required: Unity 2017.3.0f3 or newer.
Lawrence has been in the gaming industry for over 20 years, working for everyone from startups to the likes of Microsoft Game Studios and Electronic Arts.
Section Introduction Transcripts
Section Introduction Transcripts
Course Overview Hello. My name is Lawrence Brown, and welcome to my course, Unity World Space UI in VR. I'm the owner and lead developer at Anthracite Games where I make games for VR. VR is a new and emerging technology that requires new tools and new ways of thinking, especially as it relates to displaying and interacting with information and menus. In this course, we're going to learn how to use world space canvases in Unity to create interactive displays for VR that don't break immersion in the experience. Some of the major topics that we'll cover include setting up Unity to work with VR, creating displays that live in the world rather than on a monitor, making buttons to control those displays and other world objects, and designing devices that the user can use to set game options and more. By the end of this course, you'll know the basics of creating world space interfaces that use a VR controller and be able to apply them in a variety of situations that would normally require the click of a mousse. Before beginning his course, you should be familiar with Unity3D game development editor. I hope you'll join me on this journey to learn VR interface design with the Unity World Space UI in VR course at Pluralsight.
Exploring World Space UI in VR In this module, we're going to go over setting up Unity for VR. First, we'll import the SteamVR asset from the Unity Asset Store so that Unity will work with a Vive headset. Second, we're going to adjust some project settings that are also necessary for VR. VR's very demanding, even on the best gaming computers, so we want to make sure things are optimized. Once that's done, we'll talk a bit about screen-space versus world-space interfaces and why there's a difference when working in VR. With VR, it isn't just about making things organized. It's also about user comfort, which is why this is so important.
Setting up the Player Prefab and Adding Interactivity Components In this module, we're going to set up a player prefab that will let the player jump into the scene we're going to create. This will contain various components including a camera and references to the controllers, which represent the player's hand. Next, we'll add the components necessary for the player to eventually interact with the buttons on the console. Lastly, we'll work with another prefab and script that will allow the player to move around the room.
Creating the Display Screen Readout In this module, we're going to create our interface. We'll add a UI component and set it to World Space. Then, we're going to modify it and position it to fit within our scene. Lastly, we'll start adding our text and go through the steps necessary to get it to display correctly.
Adding Interaction to the Screen In this module, we're going to add a button to our interface, position it, and set a few options. Then we'll create a script to allow us to interact with it. Lastly, we'll group this and the text we created earlier to create a button prefab and change the label. Physical buttons are useful to have in VR. This gives us something to actual touch in the world since it would be difficult and annoying to have to take off our headset and walk over to our computer every time we wanted to click on something. The script we create can also be used as a basis to interact with just about anything in VR, not just buttons.
Creating the PDA In this module, we're going to take what we learned and create a PDA device that the player can bring up in order to access things like settings and other controls that don't have a specific place in the world. First, we'll create the basic model and attach it to the controller. This will give the player something physical to interact with that's available no matter where they are in the scene. Next, we'll create buttons similar to the ones in the previous module that the player can touch. After that, we'll add a text field for the first button to bring up that will give us some info about the orrery. And lastly, we'll hook up the other buttons to show and hide the various parts of the orrery just like we did with the console.