12 Unity 4: Tailoring Your Application for the Rift

 

In this chapter we cover

  • Building a UI for VR
  • Using Rift head tracking to interact with objects in a scene
  • Easing the user into VR
  • Improving performance and quality

Creating usable and immersive VR environments takes a lot more than simply getting your application running on the Rift. Being in a VR environment is very different than using a traditional monitor and those differences have some rather far reaching implications on how you design your application’s user interface (UI) and how you determine performance and quality criteria. It will even affect how you get the user into the application in the first place!

Creating a World Space Canvas

Setting the Canvas to a reasonable size

Positioning the Canvas

Setting up the GUI Elements

Toggle GUI visibility

Attaching the script to CenterEyeAnchor

Setting the Beach and the Player to ignore the raycast

Attaching the collision script to the crates

Anti-Aliasing