VR UI HUD Offset Indicator

Im trying to create a very basic HUD indicator like in most space sim games.

I made this in photoshop just to show an example.
Im trying to make so that the arrow is shown and follows the enemy on the outer ring when the enemy is out of bounds from the camera, and switches over to a reticle when its in the players sight.
Its a classic version from many space sims, but im having a hard time getting the grip on where to start.
Should i make it like a “physical” UI where im using the player as a reference of where in the world everything is and just force the UI to turn and rotate depending on where the enemy is ralted to the player, or should i do a worldtopoint camera function where its code based and very complicated to code?

i need help from you guys who have done something similiar and have the know how.
The thing that makes my head hurt is projecting a 3d world onto a 2d plane, and letting the radar know where it should switch over from arrow to reticle.
Is that made by a mask or just coded as a boundry? if its in the boundry its a reticle, if its not, its an arrow.
And how would i let the HUD know what is inside and outside?

Screentoworldpoint or worldtoscreenpoint? with camera.monoorstereoscopiceye.mono?

Im clearly not getting it to work with just having the arrow to rotate towards the enemy with a lookat or rotatetowards, as having the player as the center, and the enemy position as the target to lookat, and then making the arrow rotate towards it. it doesnt move.

And im only trying to manipulate the Z axis.

There is one unity asset pack that almost doesn this, but it doesnt work for VR.

im trying to figure out a way for it to work, or even copy some code and ideas for my game, but it doesnt work.

I only want the arrow/reticle to work, but i guess this is a huge coding issue.

Need serious help =)

In Sci-Fi Ship Controller, we use a Canvas with render mode of Screen Space - Overlay. For the targets we use camera.WorldToScreenPoint(targetWorldPosition) to help determine where to place it on the HUD.

The Canvas can be a little tricky with having to consider anchor and pivot points but there are plenty of tutorials around if you have the time.

You “could” use a UI mask for the target not appearing in the circle or just use your screen point to determine if it should be shown or not.

That will get you part way to your desired solution.