Unity UI Toolkit in World Space

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In this video, we show how to use Unity's new UI Framework UI Toolkit in World Space.
This video assumes some knowledge of UI Toolkit. If this is your first encounter with UI Toolkit, check out what it is here:

If you want a deep dive check out our 20+ hours course on UI Toolkit:

or directly on Udemy:
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so glad to find this, been wanting to use the new system but wasnt an option for VR development. now it is!

nomadcrossfire
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short and concise! really explained the problem and two good solutions.

plinyvicgames
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Wow! This is very cool! Thank You for the knowledge mate!

tram
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Wow, what a great tutorial. I didn't know what I don't know until I watch this video. I was debating whether I should jump on the UI Toolkit, but I guess I better off letting Unity sort it out and improve it so I don't waste my time with version 1.x

henryqng
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Really well done video! Still unsure about the viability of the UI toolkit in many cases but glad to know it is capable of stuff like this.

NationOfBacon
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Wow, really well explained. This is something I was worried about having to deal with in the future.

Unity has made statements that UI Toolkit is the intended way of creating UI going forward, but currently we're sort of stuck inbetween 3 different systems.

Another feature UI Toolkit doesn't directly support is effects, namely particle effects systems (render textures are used here too). Supposedly render textures can be a performance hit if used extensively, but hey, there's hoping they can improve/unify the UI packages.

Either way, thanks a lot for this tutorial!

Bananenbauer
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thank you for your work, we look forward to continuing

zhovnirenko
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Very well explained with the diagrams, thanks a lot !

captainnoyaux
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I purchased the course. Love it. Wish we had a tutorial for making an Interactable PC. Like a basic one.

djohnworthy
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awesome video! thank you!
watching it, I realized that if I need a UI Toolkit component to be rendered in world space, I personally prefer to use a world space canvas with a rawImage and a RenderTexture.
but I can already see the issue: create lots of panel settings and lots of render textures...
I hope unity will soon integrate the world space renderering as they stated at Unite 2023

MadDev_
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Brilliant! Is there a way to animate buttons on the render texture? Meaning, in some way transfer hover and click events such that to prompt .uss doc events?

adamodimattia
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My requirement was similar to this. Thank you for the video. But I actually have to go ahead get the click event working. But it isn't working. Any idea why?

ydqzkwk
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i found issues in making my healthbar pop above my characters in that i tried the second method, and i had issues with scaling, i had issues with the background not being transparent...

lizkimber
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Yeah, when you question how it can work in world space, I'm thinking like "I don't think he will use render texture hack", but then you use render texture :)
It's good working, but it is same like UGUI system but more complicated and in development most importantly is saving much time.
The next deal is how to tweening UI toolkit using Dotween. Dotween has generic method so it's no a problem, but the problem is there is no shortcut like DOScale, DOMove, DORotate, etc. You need write more codes in UI Toolkit.

restushlogic
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Thanks. What a convoluted mess, once again. Material, render texture, some config file... what were they (Unity) thinking.

ss
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Dumb question but why not use ui toolkit for main menu and control stuff that sits directly on the screen. For the world space stuff just use ugui as its in most cases simple a health bar, a quest dialog or a button?
Or should one not mix these

Nidy
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Do i need to make a whole new material and texture and panel settings for every object with ui attached to it? I have a bunch of enemys with health bars and when i hit one it updates the texture for all of them.

skkat
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A question: the solution you present ad 6:00 - the second solution - is not 'double face'; looking from the back side the UI document disappear. Is possible to fix it? Thanks !

renatorolando
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could you please do a video about progress (->health) bars, sliders and int sliders?🙏

nyrab.
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The standard Unity VR template has changed a bit since this tutorial was published 😞

The Controller (left + right) objects are the main issue here - they no longer use TrackedPoseDriver as far as I can see (anywhere in the hierarchy).

Instead they use:

- Action Based Controller Manager
- XR Controller (Action-based)
- XR Interaction Group

Should I just have the script disable all of the above and leave the transform? or just some specifics.
They also have a bunch of child objects so I'm not clear on what to disable / enable within the _avatar.IsMe condition :-(

There are also (along with Left and Right Controllers) - "Left Controller Stabilized" (and right) - not sure what they do or do they need to be synchronised transforms too ?

The XR Rig has a few siblings too - EventSystem etc. all under a new parent.

I wonder if you could revisit this tutorial for 2022.3 versions, or just if you have any advice?

I'll post about in your Discord on it I think (will search first - maybe it has already been answered)

Many Thanks for such an awesome tutorial by the way !! 🤴 🔥🔥🔥

pojomcbooty