Forum Discussion
engieelec
10 years agoHonored Guest
Main menu design for VR using Unity
Hello,
I am a noob to VR and game development.
How can I design and implement a main menu in VR using Unity? What are some design considerations that I can follow? I just need to have a basic menu with a few buttons to start the game, change the settings, or view credits.
I am confused about how to trigger the button in VR and how to implement a cursor or reticle for the user to see where they are pointing.
Thank you.
I am a noob to VR and game development.
How can I design and implement a main menu in VR using Unity? What are some design considerations that I can follow? I just need to have a basic menu with a few buttons to start the game, change the settings, or view credits.
I am confused about how to trigger the button in VR and how to implement a cursor or reticle for the user to see where they are pointing.
Thank you.
3 Replies
- petereptProtegeHi,
Using Canvas UI is actually very fast and easy (although it doesn't look like it initially).
I wrote up a blog article on how to do look based input with a reticle:
http://talesfromtherift.com/vr-gaze-input/
Just grab the unitypackage at the bottom of the page and it will have everything you need working.
Peter - enzeddaExplorer
"peterept" wrote:
Hi,
Using Canvas UI is actually very fast and easy (although it doesn't look like it initially).
I wrote up a blog article on how to do look based input with a reticle:
http://talesfromtherift.com/vr-gaze-input/
Just grab the unitypackage at the bottom of the page and it will have everything you need working.
Peter
Thanks !
This sort of stuff is what these pages should be about.
Helpful, easy to follow and very useful.
I've just about given up on the Oculus Board as it is always full of Laptop and ancient hardware moaners that appear to have lost the ability to read and understand.
These sorts of posts are like a breath of fresh air. - petereptProtegeThank you so much for the positive words, I'm just trying to repay the excellent support from the forums!
But more importantly - seriously, what's with the lack of support for Commodore 64?! I mean I know the CV1 has 2160×1200 at 90Hz (233M pixels) at sub-20ms latency and track multiple constellation sources - but c'mon, C64 is a best selling platform. It plugs straight into my tv and works - so why can't Oculus support it properly? Actually, I heard Commodore had a laptop version of the C64 - will Oculus be supporting that????!!!
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