3D Buttons interactive when invisible in Unity App for Oculus
Our team is working on implementing 3D buttons using PokeInteractable on a World Space Canvas that has Mask and RectMask2D components. The problem arises when the buttons are not visible due to the mask, as they still remain interactable. We are seeking guidance on how to ensure that the interactivity of the 3D buttons aligns with their visibility, specifically within the defined boundaries set by the Mask and RectMask2D components.494Views0likes0CommentsCustom 360 VR video player with menu - help with some basic questions
Using Unity, I've built a video player with a 360 and set up some pointers. I want to use a map of the property as a UI for the user to jump to specific points (on the property and in the video timeline). I'm not sure if this should be a canvas or sprites. Also not sure if I should be using a canvas pointer or physics pointer. I'm not looking for a solution, just to be pointed in the right direction. 1. Should I be using Canvas or Sprites (or something else, I am very new at this) for my map-based UI? 2. Depending on the answer to 1, should I use a canvas or physics pointer to interact with the map? 3. We will be installing the app directly on the Quest. I would like to load the video file from the device sdcard. I haven't had any success with the methods I've tried. This seems like it should be really straightforward, so any tutorials or direction is appreciated. I really appreciate any direction provided. I'm happy to provide more information, if that's helpful. There really isn't that much to it.572Views0likes0Comments