UI Paradigms for Polyspatial - Colliders or just Unity UI (?)

I notice the examples continue to use colliders for buttons instead of just regular Unity/TextMesh UI Buttons… Going forward, will traditional Unity UI buttons be supported, or will this be deprecated to the collider-based SpatialUI Buttons?

The next release should have a uGUI scene that replaces the spatial UI scene and we’ll be moving towards using more traditional (uGUI) Unity UI buttons.

I’ve upgraded to Unity 6, and latest versions of Polyspatial and its dependencies. I have a combo of grabbable objects, and UI elements in the scene, and none of them work. Some were working before I reinstalled com.unity.polyspatial.visionos, but after doing that they are fully unresponsive. It seems like there are a few different paradigms in general: UGUI and SpatialUI for 2D elements, and then 2 different “Manipulation” Scenes still in Polyspatial Samples. Which one do I go with? Why does it seem like there are a bunch of options that aren’t compatible with eachother?

There are couple of things that might be happening, for UI make sure that:

  • in Polyspatial Settings you have the UI layer added as part of Collider Objects Layer Mask
  • in the same PolySpatial settings, make sure that Auto-Add Polyspatial Raycaster is also enabled
  • then make sure that your interactors does not have UI enabled, because this might have a conflict with the options above

For me with these options a regular Canvas in World Space with a simple button works without any problems.