From the course: Unity: AR Visualization 02 Basic Interactivity

Screen space in-world UI - Unity Tutorial

From the course: Unity: AR Visualization 02 Basic Interactivity

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Screen space in-world UI

- For the next step we'll be rendering a pop up to show information about the model part. We'll be using a concept called Screen Space In-World UI. That means that the pop up will be rendered by our Canvas camera, but track the 3-D part. You do this for a number of reasons. The first is consistent sizing, you don't want the pop up to change sizes where you move closer to or further away from the part. The second is readibility, the 2-D Canvas is the best way to render text. If we start to tilt or wrap our text through the perspective camera the text becomes harder to read. This will not do, since once of the most important concepts in AR is to convey information clearly. The third reason is visibility. We don't want our information panel to be competing for depth with our 3-D assets. The pop up must always be above the parts. We still want our object anchored in the virtual word however, hence the in-world anchoring. Lastly, in bigger projects mixing the UI in the same space as the virtual assets can start to get complicated very fast; having the UI separated and in its' own rendering stack allows for world changes without worrying about the UI display.

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