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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Length 286 pages
Edition 1st 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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Toc

Table of Contents (13) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Objects and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-based Control 5. World Space UI 6. First-person Character 7. Physics and the Environment 8. Walk-throughs and Rendering 9. Using All 360 Degrees 10. Social VR Metaverse 11. What's Next?
Index

The windshield HUD


The term heads-up display, or HUD, originates from its use in aircraft, where a pilot is able to view information with the head positioned in such a way that they are looking forward rather down at their instrument panels. Owing to this usage, I'll refer it as windshield HUD. Like visor HUD, the information panel overlays the gameplay, but it isn't attached to your head. Instead, you can think of it as attached to your seat while in a cockpit or at the dentist.

Note

A visor HUD is like the UI canvas—it is attached to your head. A windshield HUD is like it's attached to your seat.

Let's create a simple windshield HUD by performing the following steps:

  1. From the Project panel, drag the DefaultCanvas prefab onto the MeMyselfEye object in the Hierarchy panel so that it becomes a child of MeMyselfEye.

  2. Rename it to HUDCanvas.

  3. With HUDCanvas selected, set the Rect Transform component's Pos X, Pos Y, Pos Z to (0, 0.4, 0.8).

  4. Now, we'll set the Text component. With Text under HUDCanvas...

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