The best GUI library for Oculus Rift support...

Hello Unity Guru!

We are constructing an Oculus Rift Unity game and are looking for a good GUI library that is compatible with the rift. We are of course using the latest Unity which has revamped its Oculus Rift support since version 5.1.

In a previous project we used the (fabulous) iGUI, but as it renders on top of Unity’s onGui mechanism, it is not possible for our dialogs and widgets to render on both eyes and therefore cannot be used on our next oculus project.

Have you seen a good GUI library that renders and can be interacted with while in Oculus Rift? (We only need a GUI library with dialog boxes, edit fields, labels, sliders and combo boxes… nothing terribly fancy)

Thank you for any advice you can offer!! :slight_smile:

Have you tried the built-in UI system? It supports rendering on a 3D plane using an in-world camera, so it can be placed somewhere that the “eyes” can see it.

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Hi StarManta,

Thank you for your response. I guess I could create my own interactive sliders, combo boxes, edit fields from 3D primitives rentered in the world but that is quite a bit of work and I’d be likely to re-invent the wheel.

Is there any GUI library that renders & interactis with its GUI via 3D primitives?

Thanks again! :slight_smile:

I’m referring to this UI system - you don’t create primitives in the world, you create a “Canvas” on which the UI lives.

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Thank you StarManta. Do you know if rendering that UI system onto a plane in the 3D world will automagically convert mouse input to interact with the widgets painted on the plane rendered in the 3D world?

The reason I’m asking is that iGUI is (I think) based on Unity’s UI system (not sure if its old one or new one) and that they can’t ‘feed’ mouse input onto Unity’s UI system and therefore can’t present a fully-interactive UI onto a world plane.

Is the reason why iGUI can’t do it because they’re based on the old Unity UI while this new Unity UI can do it?

Thanks for info on this… have invested heavily into iGUI and am looking for ways to preserve my work! :slight_smile:

Under normal circumstances yes, though TBH I don’t know how this would integrate with an Oculus since it has 2 cameras.

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Hi StarManta, thanks again for useful info :slight_smile:

This is what I’m wondering about new Unity Oculus integration… with the new optimizations they’ve just put in (to for example only calculate shadows for both eyes), one would think they would have routed this ‘center eye’ to their UI engine for ray-casting efficiently into the 3D scene. I’ll try this tonight and see how accurate it is!

Do you know of cool 3D pointers that work well with interaction with Unity’s UI in a 3D scene?