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Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd Edition
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy
Canvasing the World Space UI

In the previous chapter, we discovered how to interact with game objects in the world space scene. Not only can these objects be balls and toys or tools and weapons, but they can also be buttons you interact with and other graphical user interface (GUI)—or just UI—widgets. Furthermore, Unity includes UI canvas components and an event system for building menus and other UIs.

UI usually refers to onscreen, two-dimensional graphics, which overlay the main gameplay and present information to the user with status messages, gauges, and input controls, such as menus, buttons, sliders, and so on. In Unity, UI elements always reside on a canvas. The Unity manual describes the Canvas component as follows:

The Canvas component represents the abstract space in which the UI is laid out and rendered. All UI elements must be children of a GameObject that has a Canvas component attached...
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