Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering UI Development with Unity

You're reading from   Mastering UI Development with Unity Develop engaging and immersive user interfaces with Unity

Arrow left icon
Product type Paperback
Published in Jun 2024
Publisher Packt
ISBN-13 9781803235394
Length 638 pages
Edition 2nd Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
Arrow right icon
View More author details
Toc

Table of Contents (28) Chapters Close

Preface 1. Part 1: Designing User Interfaces
2. Chapter 1: Designing User Interfaces FREE CHAPTER 3. Chapter 2: Designing Mobile User Interfaces 4. Chapter 3: Designing VR, MR, and AR UI 5. Chapter 4: Universal Design and Accessibility for UI 6. Chapter 5: User Interface and Input Systems in Unity 7. Part 2: Unity UI Basics
8. Chapter 6: Canvases, Panels, and Basic Layouts 9. Chapter 7: Exploring Automatic Layouts 10. Chapter 8: The Event System and Programming for UI 11. Part 3: The Interactable Unity UI Components
12. Chapter 9: The UI Button Component 13. Chapter 10: UI Text and TextMeshPro 14. Chapter 11: UI Images and Effects 15. Chapter 12: Using Masks, Scrollbars, and Scroll Views 16. Chapter 13: Other Interactable UI Components 17. Part 4: Unity UI Advanced Topics
18. Chapter 14: Animating UI Elements 19. Chapter 15: Particles in the UI 20. Chapter 16: Utilizing World Space UI 21. Chapter 17: Optimizing Unity UI 22. Part 5: Other UI and Input Systems
23. Chapter 18: Getting Started with UI Toolkit 24. Chapter 19: Working with IMGUI 25. Chapter 20: The New Input System 26. Index 27. Other Books You May Enjoy

Designing UI for MR

Designing UI for MR is extremely similar to designing UI for VR, so most of what I discussed in the previous section translates. However, designing UI for MR does have a few extra caveats.

The main distinction between designing UI for VR and MR is MR incorporates the player’s physical space and items around them. When playing VR, people generally are assumed to have a wide-open space around them—so that when they flail about recklessly, they don’t hit anything and hurt themselves. The opposite tends to be true with MR experiences—players are generally encouraged to be around furniture, walls, and other items in their real world.

The UI being placed virtually not only has to be accessible via the player, but it also cannot intersect with things that exist within their world. You can’t have the player pressing buttons that are inside their desk or viewing screens that are behind their walls. So, when designing UI for an MR...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image