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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd 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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Table of Contents (15) Chapters Close

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. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

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...
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