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About Me

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  1. Hello everyone, I'm working on some VR game and one of it's elements in interactive banner which has to display some hits and storyline text. Displayed text should be well readable from max. 4 units of distance. I cant manage to make it good quality. I'm using TextMeshPro to render text and I tried to: - play with scale of canvas / tmp and font size (current settings are 0.05 scale of canvas, 1 scale of tmp and 12 font size) - changing dilate of tmp - changing text size in dynamic resolution settings (20 - 30 -40) - changing background and foreground color - playing with z-order of text - adding outline and underline but text still seems to be not good. It' blinking and shimmering. Am I missed something? In comparison to text in Flow menu, text in my game looks very bad. I have a good experience in Unity but this is my first VR project. Please, help me with some advice.
  2. I'm working on an asymmetric 2-player Steam VR experience, in which one of the players uses an HMD, while the other one controls their experience with a mouse and a screen. The non-VR user is shown a complicated UI, in which the central frame is supposed to show the VR user's perspective. I know I can do it by: 1. Using a UI canvas in 'Screen Space - Overlay' mode, and overlaying the UI on top of regular non-VR user display. This way, the regular VR feed can be shown through the UI, in the parts that I leave transparent. However, that's not what I want. I want to see the full VR user's view in a scaled frame, without losing the peripheral elements which would be covered by the UI in this case. 2. Using an additional camera, that is parented to the Head object and renders to a RenderTexture. This RenderTexture is then displayed in a RawImage UI element. Yes, but this is very costly to do in good quality. 3. Using a post-process effect, to blit the VR user's feed into a RenderTexture. Yes, but the image is then fish-eye distorted (which is later corrected by HMD's lens). I could use a shader to undistort it, which is currently my best bet, but I'm thinking: Isn't there a simpler and less expensive way? For example, do you know a way I can access the final texture displayed as a VR user's stream for 2d screens? The thing that's behind my UI in Option 1 is all I need, if I can only scale it to show fully in a UI element.
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