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Complete Virtual Reality and Augmented Reality Development with Unity

You're reading from   Complete Virtual Reality and Augmented Reality Development with Unity Leverage the power of Unity and become a pro at creating mixed reality applications

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Product type Course
Published in Apr 2019
Publisher Packt
ISBN-13 9781838648183
Length 668 pages
Edition 1st Edition
Languages
Tools
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Authors (2):
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Jesse Glover Jesse Glover
Author Profile Icon Jesse Glover
Jesse Glover
Jonathan Linowes Jonathan Linowes
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Jonathan Linowes
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Table of Contents (24) Chapters Close

Title Page
Copyright
About Packt
Contributors
Preface
1. Virtually Everything for Everyone 2. Content, Objects, and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Animation and VR Storytelling 10. What AR is and How to Get Set up 11. GIS Fundamentals - The Power of Mapping 12. Censored - Various Sensor Data and Plugins 13. The Sound of Flowery Prose 14. Picture Puzzle - The AR Experience 15. Fitness for Fun - Tourism and Random Walking 16. Snap it! Adding Filters to Pictures 17. To the HoloLens and Beyond 1. Other Books You May Enjoy Index

Chapter 6. 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 can be balls and toys, or tools and weapons, but they can be buttons you interact with and other user interface widgets. Furthermore, Unity includes a user interface canvas system for building menus and other UI.

Graphical user interface (GUI) or just UI, usually refers to on-screen 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.

In conventional video games, UI objects are usually rendered in a screen space canvas as an overlay...

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