Floating UI (health bar, text, ...) - Screen space UI or world space UI?

In this video I compare two approaches for creating floating UI like health bars, text labels, damage numbers, … using either world space UI or screen space UI.

Both approaches have their pros and cons and can be useful in different situations.

In the video I use Unity and UI Toolkit, but the two approaches for creating floating UI are also relevant in other game engines (Unreal, Godot, self-made, …)

Hope it helps you understand the key differences and pick the right approach for your project. :slight_smile:

Can you think of other differences? How would you decide which approach to use?

2 Likes

Thanks! I would add that screen-space (flat) UI tends to be more efficient by allowing optimizations that cannot be performed with world-space UI because the orientation/view is random, not flat. It can also be more performant because screen-space UI doesn’t need to be sorted with the other 3D objects.

1 Like