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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Constructing a simple menu


Now that we've got an input module to process input from our HMD, we can start constructing an interactive menu as our first UI element. We'll start simple and then move onto more complex functionality before establishing in-game UI elements in the next section.

Setting up a canvas

In Unity's UGUI system, every UI element must be a child of a Canvas object. A default canvas is created any time a UI element is added to a scene, but you can also add elements directly to an existing canvas and group individual elements together under one system.

In this section, we'll create a canvas to group our main menu elements together and some buttons to start and quit the game.

Open the Create menu in your hierarchy and select Canvas in the UI list. Right-click on your new Canvas object and select Image under UI; this will create an image-based UI element and make it a child of your new canvas. Your new objects in the hierarchy should now look as follows:

If you center the new...

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