Unity 4.6 is here! (Well, in public beta form). Finally–the GUI that I’ve waited YEARS for is in my hands. Just in time, too. I’ve just started building the GUI for my latest Oculus Rift project.
One of the trickiest things to do in VR is a GUI. It seems easy at first but many lessons learned from decades of designing for the web, apps, and general 2D interfaces have to be totally reinvented. Given we don’t know what the standard controls may be for the final kit, many VR interfaces at least partially use your head as a mouse. This usually means having a 3D cursor floating around in world space which bumps into or traces through GUI objects.
Unity 4.6’s GUI features the World Space Canvas–which helps greatly. You can design beautiful, fluid 2D interfaces that exist on a plane in the game world making it much more comfortable to view in VR. However, by default Unity’s new GUI assumes you’re using a mouse, keyboard, or gamepad as an input device. How do you get this GUI to work with your own custom world-space VR cursor?
The answer is the use of Input Modules. However, in the current beta these are mostly undocumented. Luckily, Stramit at Unity has put up the source to many of the new GUI components as part of Unity’s announced open source policy. Using this code, I managed to write a short VRInputModule class that uses the result of a trace from my world space VR cursor and feeds it into the GUI. The code is here. Add this behavior to the EventSystem object where the default ones are.
In my current project, I have a 3D crosshair object that floats around the world, following the user’s view direction. The code that manages this object performs a trace, seeing if it hit anything in the UI layer. I added box colliders to the buttons in my World Space Canvas. Whenever the cursor trace hits one of these objects, I call SetTargetObject in the VRInputModule and pass it the object the trace hit. VRInputModule does the rest.
Note that the Process function polls my own input code to see if a select button has been hit–and if so, it executes the Submit action on that Button. I haven’t hooked up any event callbacks to my Buttons yet–but visually it’s responding to events (highlighting, clicking etc.)
It’s quick and dirty, but this should give you a good start in building VR interfaces using Unity’s new GUI.