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Anonymous's avatar
Anonymous
12 years ago

Creating a GUI for Rift Games?

Hi all,

I'm adapting a 3D game I made in Unity to have Rift support. I don't have a dev kit yet, but my understanding is that Unity's built in OnGUI function will produce GUI images that will be unpleasant to experience in 3D, since there will be no displacement between images for each eye.

My question is, what is the best substitute for OnGUI to deal with stereoscopic viewing? I'd like to hear what others here have done or recommend before experimenting too much myself.

Thanks

5 Replies

  • Hey:

    I have been trying to avoid regular a UI overlay as for me this breaks immersion substantially. Instead, I have been trying to add the UI to physical objects in my game.

    For example... A part of my game you get offered a mission and you can accept or reject it. I used to have a standard modal overlay that described the mission and had options to accept or reject. Now I have changed it, the description appears on a TV screen in the cockpit and is also vocally spoken. The user just has to nod their head up/down to accept or shake left/right to reject.

    Even things like a fuel readout instead of being an overlay in a corner, is now in the cockpit as a gauge that the user can glance down at.

    Does this help?


    John
  • I would check out the GUI system in the Hydra version of Tuscany. Pretty awesome. Sort of like SAO.
  • For my Unity tests with Rift and Hydra, I use a wrist-GUI.
    You can see it at the beginning of my "Drums" video:
    Video: http://vimeo.com/66023452
    viewtopic.php?f=29&t=1007

    And for additional output I prefer Text2Speech instead of infos on a GUI.

    I'm testing also a 3D-inventory. But I'm not that happy with it. A good inventory is my main problem right now.
  • Anonymous's avatar
    Anonymous
    It looks like the Tuscany demo's "OVRGUI" class is exactly what I want to use. Thank you very much for directing me to that.

    digital, you raise a good point that regular UI images can take away from immersion. I was thinking about that, too. I may try representing the player's health bar on the character model, itself (it's a robot).

    conz, that drum demo looks great! It will definitely be one of the first things I try when my Rift arrives. And I wasn't familiar with the wrist-GUI before watching your video. If I could fit that in my game, I definitely would!

    Thanks for the replies!
  • Hi,

    What i currently do is using ongui() on the character control of the oculus prefab. Then i use 2 item for my gui.
    And create 2 huds ( left and right eye):

    1- i draw a rectangle and place my var there.
    2- i create a guitexture and place this using the guitexture function.

    Now i simple do some base aligment for the 2 gui objects for my left eye and right eye.
    Then i create some public var. These wil set the global position of the full hud, so for the left
    And right eye. Now i can alter it real time to find the best position. The last var i use
    Is the offset between the left and right hud. This will determine the 3d effect. Again i can
    Now adjust the 3d offset realtime untill it looks good.

    After i got all var, i do fill them in my c# class, making the vars the default setting.

    Anyway goodluck, creating you gui :)

    Cheers