• 3D
  • How to position HUD items in a VR application?

Hi there,

just trying to statically position some controls in a VR application. To this end, I added a control node inside an ARVROrigin an set its anchor to "center". When setting the viewport's arvr property to false, the control appears in the middle of the application window, as expected. However, when activating the stereoscopic view by setting arvr to true, the control appears off-center in each of the two partial views (shifted towards the top-right corner, to be exact).

So I wonder what would be the correct way to place HUD items in a VR application?

Cheers --

Torsten

I never figured out how to place GUI nodes when I was working in the VR tutorial for the documentation, I just worked around it. Having said that, I would also be curious to know how to position UI nodes in VR, as it could open up some possibilities.

For the tutorial I resorted to placing all of the UI into a separate Viewport and then using the Viewport texture in simple Quad meshes. Maybe the same technique will work for you? You can find the tutorial I wrote for VR here, and the download includes the code I used for the UI, if you want to take a look :smile:

TwistedTwigleg,

thanks for pointing me towars your viewport texture solution -- this might be exactly what I was looking for! (Actually, I'm trying to implement some sort of reticle for gaze-based interaction, perhaps augmented with some textual display. So if I manage to continuously position the mesh displaying the viewport's texture right in front of the camera, I should be fine!)

So thanks again, and best regards --

Torsten