I’ve hit the problem where I want the reticle pointer to be rendered on top of the worldspace UI elements by setting the canvas layer ordering.
Hierarchy:
World Space Canvas - Layer 0
Button
VR Canvas - Layer 1
Panel
– Input Field
Is there are way to fix the reticle pointer to take the canvas layer ordering into account?
When both are layer 0 it will activate the button another time instead of activating the input field.
When VR Canvas is layer 1 the reticle isn’t on top of it but behind it.
The reticle pointer should always be on top, but it seems that this is not the case how Google built it to be.
You could just make your own reticle as well. Since in VR UI’s tend to be world space, I wanted just one interaction system for both UI’s and gameobjects for things like grabbing, moving/ etc. In general you can when the raycast hits an object just draw your reticle slightly in front of the hit, and when it hits nothing draw it at whatever distance makes sense for your game. This way you can also do things like swap the reticle graphics, change colors, etc.